Commit d9829548 authored by Jason Green's avatar Jason Green Committed by Alexandre Julliard

wined3d: Created generate_base_shader which will be shared by pixel & vertex shaders.

parent c15447d4
......@@ -27,6 +27,8 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
#define GLNAME_REQUIRE_GLSL ((const char *)1)
inline static BOOL shader_is_version_token(DWORD token) {
return 0xFFFF0000 == (token & 0xFFFF0000) ||
0xFFFE0000 == (token & 0xFFFF0000);
......@@ -236,4 +238,128 @@ void shader_program_dump_decl_usage(
}
}
/** Shared code in order to generate the bulk of the shader string.
Use the shader_header_fct & shader_footer_fct to add strings
that are specific to pixel or vertex functions
NOTE: A description of how to parse tokens can be found at:
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */
void generate_base_shader(
IWineD3DBaseShader *iface,
SHADER_BUFFER* buffer,
CONST DWORD* pFunction) {
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
const DWORD *pToken = pFunction;
const SHADER_OPCODE *curOpcode = NULL;
DWORD i;
/* Initialize current parsing state */
This->baseShader.parse_state.current_row = 0;
/* First pass: figure out which temporary and texture registers are used */
shader_get_registers_used(iface, pToken);
TRACE("Texture/Address registers used: %#lx, Temp registers used %#lx\n",
This->baseShader.textures_used, This->baseShader.temps_used);
/* TODO: check register usage against GL/Directx limits, and fail if they're exceeded
nUseAddressRegister < = GL_MAX_PROGRAM_ADDRESS_REGISTERS_AR
nUseTempRegister <= GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB
*/
/* Pre-declare registers */
for(i = 0; i < This->baseShader.limits.temporary; i++) {
if (This->baseShader.temps_used & (1 << i))
shader_addline(buffer, "TEMP R%lu;\n", i);
}
for (i = 0; i < This->baseShader.limits.address; i++) {
if (This->baseShader.textures_used & (1 << i))
shader_addline(buffer, "ADDRESS A%ld;\n", i);
}
for(i = 0; i < This->baseShader.limits.texture; i++) {
if (This->baseShader.textures_used & (1 << i))
shader_addline(buffer,"TEMP T%lu;\n", i);
}
/* Texture coordinate registers must be pre-loaded */
for (i = 0; i < This->baseShader.limits.texture; i++) {
if (This->baseShader.textures_used & (1 << i))
shader_addline(buffer, "MOV T%lu, fragment.texcoord[%lu];\n", i, i);
}
/* Second pass, process opcodes */
if (NULL != pToken) {
while (D3DPS_END() != *pToken) {
/* Skip version token */
if (shader_is_version_token(*pToken)) {
++pToken;
continue;
}
/* Skip comment tokens */
if (shader_is_comment_token(*pToken)) {
DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
++pToken;
TRACE("#%s\n", (char*)pToken);
pToken += comment_len;
continue;
}
/* Read opcode */
curOpcode = shader_get_opcode(iface, *pToken);
++pToken;
/* Unknown opcode and its parameters */
if (NULL == curOpcode) {
while (*pToken & 0x80000000) { /* TODO: Think of a sensible name for 0x80000000 */
FIXME("unrecognized opcode: %08lx\n", *pToken);
++pToken;
}
/* Unhandled opcode */
} else if (GLNAME_REQUIRE_GLSL == curOpcode->glname) {
FIXME("Token %s requires greater functionality than "
"Vertex or Fragment_Program_ARB supports\n", curOpcode->name);
pToken += curOpcode->num_params;
/* If a generator function is set, use it */
} else if (curOpcode->hw_fct != NULL) {
SHADER_OPCODE_ARG hw_arg;
hw_arg.shader = iface;
hw_arg.opcode = curOpcode;
hw_arg.buffer = buffer;
if (curOpcode->num_params > 0) {
hw_arg.dst = *pToken;
/* FIXME: this does not account for relative address tokens */
for (i = 1; i < curOpcode->num_params; i++)
hw_arg.src[i-1] = *(pToken + i);
}
curOpcode->hw_fct(&hw_arg);
pToken += curOpcode->num_params;
} else {
TRACE("Found opcode D3D:%s GL:%s, PARAMS:%d, \n",
curOpcode->name, curOpcode->glname, curOpcode->num_params);
/* Unless we encounter a no-op command, this opcode is unrecognized */
if (curOpcode->opcode != D3DSIO_NOP) {
FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
pToken += curOpcode->num_params;
}
}
}
/* TODO: What about result.depth? */
}
}
/* TODO: Move other shared code here */
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