[WINED3D 7/13] Resend: Created generate_base_shader which will be
shared by pixel & vertex shaders
Jason Green
jave27 at gmail.com
Tue May 9 21:32:34 CDT 2006
-------------- next part --------------
Subject: [PATCH 07/13] wined3d: Created generate_base_shader() which will be shared between pixel and vertex shaders to generate the bulk of the shader string
---
dlls/wined3d/baseshader.c | 126 +++++++++++++++++++++++++++++++++++++++++++++
1 files changed, 126 insertions(+), 0 deletions(-)
2865b41857683806835184f352a88c6599aeeffa
diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c
index 2b28cdb..f1929d6 100644
--- a/dlls/wined3d/baseshader.c
+++ b/dlls/wined3d/baseshader.c
@@ -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 */
--
1.1.3
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