Commit 95afbead authored by Matteo Bruni's avatar Matteo Bruni Committed by Alexandre Julliard

d3dx9: Implement D3DXAssembleShader function, really basic shader assembler.

Currently it only accepts a minimal subset of the syntax (e.g. just an instruction and two register types supported) and doesn't produce any real output (i.e. shader bytecode).
parent 75454161
......@@ -44,6 +44,9 @@ dlls/actxprxy/actxprxy_urlhist_p.c
dlls/advapi32/svcctl.h
dlls/advapi32/svcctl_c.c
dlls/atl/atliface.h
dlls/d3dx9_36/asmshader.tab.c
dlls/d3dx9_36/asmshader.tab.h
dlls/d3dx9_36/asmshader.yy.c
dlls/dispex/disp_ex.h
dlls/dispex/disp_ex_p.c
dlls/dxdiagn/fil_data.h
......
......@@ -8,6 +8,9 @@ IMPORTS = d3d9 gdi32 user32 kernel32
EXTRALIBS = $(LIBWPP)
C_SRCS = \
asmparser.c \
asmutils.c \
bytecodewriter.c \
core.c \
d3dx9_36_main.c \
effect.c \
......@@ -20,6 +23,9 @@ C_SRCS = \
texture.c \
util.c
LEX_SRCS = asmshader.l
BISON_SRCS = asmshader.y
RC_SRCS = version.rc
@MAKE_DLL_RULES@
/*
* Direct3D asm shader parser
*
* Copyright 2008 Stefan Dösinger
* Copyright 2009 Matteo Bruni
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*
*/
#include "config.h"
#include "wine/port.h"
#include "wine/debug.h"
#include "d3dx9_36_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(asmshader);
WINE_DECLARE_DEBUG_CHANNEL(parsed_shader);
/****************************************************************
* Common(non-version specific) shader parser control code *
****************************************************************/
static void asmparser_end(struct asm_parser *This) {
TRACE("Finalizing shader\n");
}
static void asmparser_instr(struct asm_parser *This, DWORD opcode,
DWORD mod, DWORD shift,
BWRITER_COMPARISON_TYPE comp,
const struct shader_reg *dst,
const struct src_regs *srcs, int expectednsrcs) {
struct instruction *instr;
unsigned int i;
BOOL firstreg = TRUE;
unsigned int src_count = srcs ? srcs->count : 0;
if(!This->shader) return;
TRACE_(parsed_shader)("%s ", debug_print_opcode(opcode));
if(dst) {
TRACE_(parsed_shader)("%s", debug_print_dstreg(dst, This->shader->type));
firstreg = FALSE;
}
for(i = 0; i < src_count; i++) {
if(!firstreg) TRACE_(parsed_shader)(", ");
else firstreg = FALSE;
TRACE_(parsed_shader)("%s", debug_print_srcreg(&srcs->reg[i],
This->shader->type));
}
TRACE_(parsed_shader)("\n");
if(src_count != expectednsrcs) {
asmparser_message(This, "Line %u: Wrong number of source registers\n", This->line_no);
set_parse_status(This, PARSE_ERR);
return;
}
instr = alloc_instr(src_count);
if(!instr) {
ERR("Error allocating memory for the instruction\n");
set_parse_status(This, PARSE_ERR);
return;
}
instr->opcode = opcode;
instr->dstmod = mod;
instr->shift = shift;
instr->comptype = comp;
if(dst) This->funcs->dstreg(This, instr, dst);
for(i = 0; i < src_count; i++) {
This->funcs->srcreg(This, instr, i, &srcs->reg[i]);
}
if(!add_instruction(This->shader, instr)) {
ERR("Out of memory\n");
set_parse_status(This, PARSE_ERR);
}
}
static void asmparser_srcreg_vs_3(struct asm_parser *This,
struct instruction *instr, int num,
const struct shader_reg *src) {
memcpy(&instr->src[num], src, sizeof(*src));
}
static void asmparser_dstreg_vs_3(struct asm_parser *This,
struct instruction *instr,
const struct shader_reg *dst) {
memcpy(&instr->dst, dst, sizeof(*dst));
instr->has_dst = TRUE;
}
static void asmparser_predicate_unsupported(struct asm_parser *This,
const struct shader_reg *predicate) {
asmparser_message(This, "Line %u: Predicate not supported in < VS 2.0 or PS 2.x\n", This->line_no);
set_parse_status(This, PARSE_ERR);
}
static void asmparser_coissue_unsupported(struct asm_parser *This) {
asmparser_message(This, "Line %u: Coissue is only supported in pixel shaders versions <= 1.4\n", This->line_no);
set_parse_status(This, PARSE_ERR);
}
static const struct asmparser_backend parser_vs_3 = {
asmparser_dstreg_vs_3,
asmparser_srcreg_vs_3,
asmparser_predicate_unsupported,
asmparser_coissue_unsupported,
asmparser_end,
asmparser_instr,
};
void create_vs30_parser(struct asm_parser *ret) {
TRACE_(parsed_shader)("vs_3_0\n");
ret->shader = asm_alloc(sizeof(*ret->shader));
if(!ret->shader) {
ERR("Failed to allocate memory for the shader\n");
set_parse_status(ret, PARSE_ERR);
return;
}
ret->shader->type = ST_VERTEX;
ret->shader->version = BWRITERVS_VERSION(3, 0);
ret->funcs = &parser_vs_3;
}
/*
* Direct3D shader assembler
*
* Copyright 2008 Stefan Dösinger
* Copyright 2009 Matteo Bruni
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
%{
#include "config.h"
#include "wine/port.h"
#include "wine/debug.h"
#include "d3dx9_36_private.h"
#include "asmshader.tab.h"
WINE_DEFAULT_DEBUG_CHANNEL(asmshader);
%}
%option noyywrap
%option prefix="asmshader_"
%option noinput nounput
/* Registers */
REG_TEMP r[0-9]+
/* for relative addressing in the form o[x], v[x] and c[x] */
REG_CONSTFLOAT c[0-9]*
PREPROCESSORDIRECTIVE #[^\n]*\n
/* Comments */
DOUBLESLASHCOMMENT "//"[^\n]*
SEMICOLONCOMMENT ";"[^\n]*
/* Whitespaces are spaces, tabs and newlines */
WHITESPACE [ \t]+
NEWLINE (\n)|(\r\n)
COMMA ","
IMMVAL \-?(([0-9]+)|([0-9]*\.[0-9]+))(f)?
ANY (.)
%%
/* Common instructions(vertex and pixel shaders) */
mov {return INSTR_MOV; }
{REG_TEMP} {
asmshader_lval.regnum = atoi(yytext + 1);
return REG_TEMP;
}
{REG_CONSTFLOAT} {
asmshader_lval.regnum = atoi(yytext + 1);
return REG_CONSTFLOAT;
}
/* Shader versions. These are important to select the correct
* parser profile.
*/
vs\.1\.0|vs_1_0 {return VER_VS10; }
vs\.1\.1|vs_1_1 {return VER_VS11; }
vs_2_0 {return VER_VS20; }
vs_2_x {return VER_VS2X; }
vs_3_0 {return VER_VS30; }
ps\.1\.0|ps_1_0 {return VER_PS10; }
ps\.1\.1|ps_1_1 {return VER_PS11; }
ps\.1\.2|ps_1_2 {return VER_PS12; }
ps\.1\.3|ps_1_3 {return VER_PS13; }
ps\.1\.4|ps_1_4 {return VER_PS14; }
ps_2_0 {return VER_PS20; }
ps_2_x {return VER_PS2X; }
ps_3_0 {return VER_PS30; }
{COMMA} {return yytext[0]; }
- {return yytext[0]; }
\( {return yytext[0]; }
\) {return yytext[0]; }
{PREPROCESSORDIRECTIVE} {
/* TODO: update current line information */
TRACE("line info update: %s", yytext);
}
/* Skip comments */
{DOUBLESLASHCOMMENT} { }
{SEMICOLONCOMMENT} { }
{WHITESPACE} { /* Do nothing */ }
{NEWLINE} {
asm_ctx.line_no++;
}
{ANY} {
asmparser_message(&asm_ctx, "Line %u: Unexpected input %s\n", asm_ctx.line_no, yytext);
set_parse_status(&asm_ctx, PARSE_ERR);
}
%%
struct bwriter_shader *SlAssembleShader(const char *text, char **messages) {
struct bwriter_shader *ret = NULL;
YY_BUFFER_STATE buffer;
TRACE("%p, %p\n", text, messages);
buffer = asmshader__scan_string(text);
asmshader__switch_to_buffer(buffer);
ret = parse_asm_shader(messages);
asmshader__delete_buffer(buffer);
return ret;
}
/*
* Direct3D shader library utility routines
*
* Copyright 2008 Stefan Dösinger
* Copyright 2009 Matteo Bruni
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*
*/
#include "config.h"
#include "wine/debug.h"
#include "d3dx9_36_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(asmshader);
static const char *get_regname(const struct shader_reg *reg, shader_type st) {
switch(reg->type) {
case BWRITERSPR_TEMP:
return wine_dbg_sprintf("r%u", reg->regnum);
case BWRITERSPR_CONST:
return wine_dbg_sprintf("c%u", reg->regnum);
default: return "unknown regname";
}
}
const char *debug_print_dstreg(const struct shader_reg *reg, shader_type st) {
return get_regname(reg, st);
}
const char *debug_print_srcreg(const struct shader_reg *reg, shader_type st) {
switch(reg->srcmod) {
case BWRITERSPSM_NONE:
return get_regname(reg, st);
}
return "Unknown modifier";
}
const char *debug_print_opcode(DWORD opcode) {
switch(opcode){
case BWRITERSIO_MOV: return "mov";
default: return "unknown";
}
}
/*
* Direct3D bytecode output functions
*
* Copyright 2008 Stefan Dösinger
* Copyright 2009 Matteo Bruni
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*
*/
#include "config.h"
#include "wine/port.h"
#include "wine/debug.h"
#include "d3dx9_36_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(asmshader);
/****************************************************************
* General assembler shader construction helper routines follow *
****************************************************************/
/* struct instruction *alloc_instr
*
* Allocates a new instruction structure with srcs registers
*
* Parameters:
* srcs: Number of source registers to allocate
*
* Returns:
* A pointer to the allocated instruction structure
* NULL in case of an allocation failure
*/
struct instruction *alloc_instr(unsigned int srcs) {
struct instruction *ret = asm_alloc(sizeof(*ret));
if(!ret) {
ERR("Failed to allocate memory for an instruction structure\n");
return NULL;
}
if(srcs) {
ret->src = asm_alloc(srcs * sizeof(*ret->src));
if(!ret->src) {
ERR("Failed to allocate memory for instruction registers\n");
asm_free(ret);
return NULL;
}
ret->num_srcs = srcs;
}
return ret;
}
/* void add_instruction
*
* Adds a new instruction to the shader's instructions array and grows the instruction array
* if needed.
*
* The function does NOT copy the instruction structure. Make sure not to release the
* instruction or any of its substructures like registers.
*
* Parameters:
* shader: Shader to add the instruction to
* instr: Instruction to add to the shader
*/
BOOL add_instruction(struct bwriter_shader *shader, struct instruction *instr) {
struct instruction **new_instructions;
if(!shader) return FALSE;
if(shader->instr_alloc_size == 0) {
shader->instr = asm_alloc(sizeof(*shader->instr) * INSTRARRAY_INITIAL_SIZE);
if(!shader->instr) {
ERR("Failed to allocate the shader instruction array\n");
return FALSE;
}
shader->instr_alloc_size = INSTRARRAY_INITIAL_SIZE;
} else if(shader->instr_alloc_size == shader->num_instrs) {
new_instructions = asm_realloc(shader->instr,
sizeof(*shader->instr) * (shader->instr_alloc_size) * 2);
if(!new_instructions) {
ERR("Failed to grow the shader instruction array\n");
return FALSE;
}
shader->instr = new_instructions;
shader->instr_alloc_size = shader->instr_alloc_size * 2;
} else if(shader->num_instrs > shader->instr_alloc_size) {
ERR("More instructions than allocated. This should not happen\n");
return FALSE;
}
shader->instr[shader->num_instrs] = instr;
shader->num_instrs++;
return TRUE;
}
void SlDeleteShader(struct bwriter_shader *shader) {
unsigned int i, j;
TRACE("Deleting shader %p\n", shader);
for(i = 0; i < shader->num_cf; i++) {
asm_free(shader->constF[i]);
}
asm_free(shader->constF);
for(i = 0; i < shader->num_ci; i++) {
asm_free(shader->constI[i]);
}
asm_free(shader->constI);
for(i = 0; i < shader->num_cb; i++) {
asm_free(shader->constB[i]);
}
asm_free(shader->constB);
asm_free(shader->inputs);
asm_free(shader->outputs);
asm_free(shader->samplers);
for(i = 0; i < shader->num_instrs; i++) {
for(j = 0; j < shader->instr[i]->num_srcs; j++) {
asm_free(shader->instr[i]->src[j].rel_reg);
}
asm_free(shader->instr[i]->src);
asm_free(shader->instr[i]);
}
asm_free(shader->instr);
asm_free(shader);
}
......@@ -2,6 +2,8 @@
* Copyright (C) 2002 Raphael Junqueira
* Copyright (C) 2008 David Adam
* Copyright (C) 2008 Tony Wasserka
* Copyright (C) 2008 Stefan Dösinger
* Copyright (C) 2009 Matteo Bruni
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
......@@ -128,12 +130,276 @@ typedef struct ID3DXSpriteImpl
int allocated_sprites; /* number of (pre-)allocated sprites */
} ID3DXSpriteImpl;
/* Shader assembler definitions */
typedef enum _shader_type {
ST_VERTEX,
ST_PIXEL,
} shader_type;
typedef enum BWRITER_COMPARISON_TYPE {
BWRITER_COMPARISON_NONE = 0,
} BWRITER_COMPARISON_TYPE;
struct shader_reg {
DWORD type;
DWORD regnum;
struct shader_reg *rel_reg;
DWORD srcmod;
union {
DWORD swizzle;
DWORD writemask;
};
};
struct instruction {
DWORD opcode;
DWORD dstmod;
DWORD shift;
BWRITER_COMPARISON_TYPE comptype;
BOOL has_dst;
struct shader_reg dst;
struct shader_reg *src;
unsigned int num_srcs; /* For freeing the rel_regs */
};
struct declaration {
DWORD usage, usage_idx;
DWORD regnum;
DWORD writemask;
};
struct samplerdecl {
DWORD type;
DWORD regnum;
unsigned int line_no; /* for error messages */
};
#define INSTRARRAY_INITIAL_SIZE 8
struct bwriter_shader {
shader_type type;
/* Shader version selected */
DWORD version;
/* Local constants. Every constant that is not defined below is loaded from
* the global constant set at shader runtime
*/
struct constant **constF;
struct constant **constI;
struct constant **constB;
unsigned int num_cf, num_ci, num_cb;
/* Declared input and output varyings */
struct declaration *inputs, *outputs;
unsigned int num_inputs, num_outputs;
struct samplerdecl *samplers;
unsigned int num_samplers;
/* Are special pixel shader 3.0 registers declared? */
BOOL vPos, vFace;
/* Array of shader instructions - The shader code itself */
struct instruction **instr;
unsigned int num_instrs, instr_alloc_size;
};
static inline LPVOID asm_alloc(SIZE_T size) {
return HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, size);
}
static inline LPVOID asm_realloc(LPVOID ptr, SIZE_T size) {
return HeapReAlloc(GetProcessHeap(), 0, ptr, size);
}
static inline BOOL asm_free(LPVOID ptr) {
return HeapFree(GetProcessHeap(), 0, ptr);
}
struct asm_parser;
/* This structure is only used in asmshader.y, but since the .l file accesses the semantic types
* too it has to know it as well
*/
struct rel_reg {
BOOL has_rel_reg;
DWORD type;
DWORD additional_offset;
DWORD rel_regnum;
DWORD swizzle;
};
#define MAX_SRC_REGS 4
struct src_regs {
struct shader_reg reg[MAX_SRC_REGS];
unsigned int count;
};
struct asmparser_backend {
void (*dstreg)(struct asm_parser *This, struct instruction *instr,
const struct shader_reg *dst);
void (*srcreg)(struct asm_parser *This, struct instruction *instr, int num,
const struct shader_reg *src);
void (*predicate)(struct asm_parser *This,
const struct shader_reg *predicate);
void (*coissue)(struct asm_parser *This);
void (*end)(struct asm_parser *This);
void (*instr)(struct asm_parser *This, DWORD opcode, DWORD mod, DWORD shift,
BWRITER_COMPARISON_TYPE comp, const struct shader_reg *dst,
const struct src_regs *srcs, int expectednsrcs);
};
struct instruction *alloc_instr(unsigned int srcs);
BOOL add_instruction(struct bwriter_shader *shader, struct instruction *instr);
#define MESSAGEBUFFER_INITIAL_SIZE 256
struct asm_parser {
/* The function table of the parser implementation */
const struct asmparser_backend *funcs;
/* Private data follows */
struct bwriter_shader *shader;
unsigned int m3x3pad_count;
enum parse_status {
PARSE_SUCCESS = 0,
PARSE_WARN = 1,
PARSE_ERR = 2
} status;
char *messages;
unsigned int messagesize;
unsigned int messagecapacity;
unsigned int line_no;
};
extern struct asm_parser asm_ctx;
void create_vs30_parser(struct asm_parser *ret);
struct bwriter_shader *parse_asm_shader(char **messages);
#ifdef __GNUC__
#define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
#else
#define PRINTF_ATTR(fmt,args)
#endif
void asmparser_message(struct asm_parser *ctx, const char *fmt, ...) PRINTF_ATTR(2,3);
void set_parse_status(struct asm_parser *ctx, enum parse_status status);
/* A reasonable value as initial size */
#define BYTECODEBUFFER_INITIAL_SIZE 32
struct bytecode_buffer {
DWORD *data;
DWORD size;
DWORD alloc_size;
/* For tracking rare out of memory situations without passing
* return values around everywhere
*/
HRESULT state;
};
struct bc_writer; /* Predeclaration for use in vtable parameters */
typedef void (*instr_writer)(struct bc_writer *This,
const struct instruction *instr,
struct bytecode_buffer *buffer);
struct bytecode_backend {
void (*header)(struct bc_writer *This, const struct bwriter_shader *shader,
struct bytecode_buffer *buffer);
void (*end)(struct bc_writer *This, const struct bwriter_shader *shader,
struct bytecode_buffer *buffer);
void (*srcreg)(struct bc_writer *This, const struct shader_reg *reg,
struct bytecode_buffer *buffer);
void (*dstreg)(struct bc_writer *This, const struct shader_reg *reg,
struct bytecode_buffer *buffer, DWORD shift, DWORD mod);
void (*opcode)(struct bc_writer *This, const struct instruction *instr,
DWORD token, struct bytecode_buffer *buffer);
const struct instr_handler_table {
DWORD opcode;
instr_writer func;
} *instructions;
};
/* Bytecode writing stuff */
struct bc_writer {
const struct bytecode_backend *funcs;
/* Avoid result checking */
HRESULT state;
DWORD version;
};
/* Debug utility routines */
const char *debug_print_dstreg(const struct shader_reg *reg, shader_type st);
const char *debug_print_srcreg(const struct shader_reg *reg, shader_type st);
const char *debug_print_opcode(DWORD opcode);
/*
Enumerations and defines used in the bytecode writer
intermediate representation
*/
typedef enum _BWRITERSHADER_INSTRUCTION_OPCODE_TYPE {
BWRITERSIO_MOV = 1,
BWRITERSIO_COMMENT = 0xfffe,
BWRITERSIO_END = 0Xffff,
} BWRITERSHADER_INSTRUCTION_OPCODE_TYPE;
typedef enum _BWRITERSHADER_PARAM_REGISTER_TYPE {
BWRITERSPR_TEMP = 0,
BWRITERSPR_CONST = 2,
} BWRITERSHADER_PARAM_REGISTER_TYPE;
#define BWRITERSP_WRITEMASK_0 0x1 /* .x r */
#define BWRITERSP_WRITEMASK_1 0x2 /* .y g */
#define BWRITERSP_WRITEMASK_2 0x4 /* .z b */
#define BWRITERSP_WRITEMASK_3 0x8 /* .w a */
#define BWRITERSP_WRITEMASK_ALL 0xf /* all */
typedef enum _BWRITERSHADER_PARAM_SRCMOD_TYPE {
BWRITERSPSM_NONE = 0,
} BWRITERSHADER_PARAM_SRCMOD_TYPE;
#define BWRITER_SM1_VS 0xfffe
#define BWRITER_SM1_PS 0xffff
#define BWRITERPS_VERSION(major, minor) ((BWRITER_SM1_PS << 16) | ((major) << 8) | (minor))
#define BWRITERVS_VERSION(major, minor) ((BWRITER_SM1_VS << 16) | ((major) << 8) | (minor))
#define BWRITERVS_SWIZZLE_SHIFT 16
#define BWRITERVS_SWIZZLE_MASK (0xFF << BWRITERVS_SWIZZLE_SHIFT)
#define BWRITERVS_X_X (0 << BWRITERVS_SWIZZLE_SHIFT)
#define BWRITERVS_X_Y (1 << BWRITERVS_SWIZZLE_SHIFT)
#define BWRITERVS_X_Z (2 << BWRITERVS_SWIZZLE_SHIFT)
#define BWRITERVS_X_W (3 << BWRITERVS_SWIZZLE_SHIFT)
#define BWRITERVS_Y_X (0 << (BWRITERVS_SWIZZLE_SHIFT + 2))
#define BWRITERVS_Y_Y (1 << (BWRITERVS_SWIZZLE_SHIFT + 2))
#define BWRITERVS_Y_Z (2 << (BWRITERVS_SWIZZLE_SHIFT + 2))
#define BWRITERVS_Y_W (3 << (BWRITERVS_SWIZZLE_SHIFT + 2))
#define BWRITERVS_Z_X (0 << (BWRITERVS_SWIZZLE_SHIFT + 4))
#define BWRITERVS_Z_Y (1 << (BWRITERVS_SWIZZLE_SHIFT + 4))
#define BWRITERVS_Z_Z (2 << (BWRITERVS_SWIZZLE_SHIFT + 4))
#define BWRITERVS_Z_W (3 << (BWRITERVS_SWIZZLE_SHIFT + 4))
#define BWRITERVS_W_X (0 << (BWRITERVS_SWIZZLE_SHIFT + 6))
#define BWRITERVS_W_Y (1 << (BWRITERVS_SWIZZLE_SHIFT + 6))
#define BWRITERVS_W_Z (2 << (BWRITERVS_SWIZZLE_SHIFT + 6))
#define BWRITERVS_W_W (3 << (BWRITERVS_SWIZZLE_SHIFT + 6))
#define BWRITERVS_NOSWIZZLE (BWRITERVS_X_X | BWRITERVS_Y_Y | BWRITERVS_Z_Z | BWRITERVS_W_W)
struct bwriter_shader *SlAssembleShader(const char *text, char **messages);
void SlDeleteShader(struct bwriter_shader *shader);
#endif /* __WINE_D3DX9_36_PRIVATE_H */
......@@ -382,6 +382,68 @@ static int wpp_close_output(void)
return 1;
}
HRESULT assemble_shader(const char *preprocShader, const char *preprocMessages,
LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs)
{
struct bwriter_shader *shader;
char *messages = NULL;
HRESULT hr;
LPD3DXBUFFER buffer;
int size;
char *pos;
shader = SlAssembleShader(preprocShader, &messages);
if(messages || preprocMessages)
{
if(preprocMessages)
{
TRACE("Preprocessor messages:\n");
TRACE("%s", preprocMessages);
}
if(messages)
{
TRACE("Assembler messages:\n");
TRACE("%s", messages);
}
TRACE("Shader source:\n");
TRACE("%s\n", debugstr_a(preprocShader));
size = (messages ? strlen(messages) : 0) +
(preprocMessages ? strlen(preprocMessages) : 0) + 1;
hr = D3DXCreateBuffer(size, &buffer);
if(FAILED(hr))
{
HeapFree(GetProcessHeap(), 0, messages);
if(shader) SlDeleteShader(shader);
return hr;
}
pos = ID3DXBuffer_GetBufferPointer(buffer);
if(preprocMessages)
{
CopyMemory(pos, preprocMessages, strlen(preprocMessages) + 1);
pos += strlen(preprocMessages);
}
if(messages)
CopyMemory(pos, messages, strlen(messages) + 1);
*ppErrorMsgs = buffer;
HeapFree(GetProcessHeap(), 0, messages);
}
if(shader == NULL)
{
ERR("Asm reading failed\n");
return D3DXERR_INVALIDDATA;
}
/* TODO: generate bytecode from the shader */
SlDeleteShader(shader);
return D3DXERR_INVALIDDATA;
}
HRESULT WINAPI D3DXAssembleShader(LPCSTR data,
UINT data_len,
CONST D3DXMACRO* defines,
......@@ -459,8 +521,7 @@ HRESULT WINAPI D3DXAssembleShader(LPCSTR data,
goto cleanup;
}
FIXME("(%p, %d, %p, %p, %x, %p, %p): stub\n", data, data_len, defines, include, flags, shader, error_messages);
hr = D3DERR_INVALIDCALL;
hr = assemble_shader(wpp_output, wpp_messages, shader, error_messages);
cleanup:
/* Remove the previously added defines */
......
......@@ -1327,6 +1327,8 @@ static void assembleshader_test(void) {
if(shader) ID3DXBuffer_Release(shader);
} else skip("Couldn't create \"shader.vsh\"\n");
} /* todo_wine */
/* NULL shader tests */
shader = NULL;
messages = NULL;
......@@ -1340,6 +1342,8 @@ static void assembleshader_test(void) {
}
if(shader) ID3DXBuffer_Release(shader);
todo_wine {
shader = NULL;
messages = NULL;
hr = D3DXAssembleShaderFromFileA("nonexistent.vsh",
......@@ -1403,7 +1407,7 @@ START_TEST(asm)
todo_wine vs_3_0_test();
todo_wine ps_3_0_test();
todo_wine failure_test();
failure_test();
assembleshader_test();
}
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