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mojoshader_internal.h

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537 lines (462 loc) · 17.4 KB
 
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#ifndef _INCLUDE_MOJOSHADER_INTERNAL_H_
#define _INCLUDE_MOJOSHADER_INTERNAL_H_
#ifndef __MOJOSHADER_INTERNAL__
#error Do not include this header from your applications.
#endif
// Shader bytecode format is described at MSDN:
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// http://msdn.microsoft.com/en-us/library/ms800307.aspx
// HLSL syntax is here:
// http://msdn.microsoft.com/en-us/library/bb509615(VS.85).aspx
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#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <stdarg.h>
#include <assert.h>
#include "mojoshader.h"
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#define DEBUG_PREPROCESSOR 0
#define DEBUG_ASSEMBLY_PARSER 0
#define DEBUG_TOKENIZER ((DEBUG_PREPROCESSOR) || (DEBUG_ASSEMBLY_PARSER))
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#if (defined(__APPLE__) && defined(__MACH__))
#define PLATFORM_MACOSX 1
#endif
// This is the highest shader version we currently support.
#define MAX_SHADER_MAJOR 3
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#define MAX_SHADER_MINOR 255 // vs_3_sw
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// If SUPPORT_PROFILE_* isn't defined, we assume an implicit desire to support.
// You get all the profiles unless you go out of your way to disable them.
#ifndef SUPPORT_PROFILE_D3D
#define SUPPORT_PROFILE_D3D 1
#endif
#ifndef SUPPORT_PROFILE_PASSTHROUGH
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#define SUPPORT_PROFILE_BYTECODE 1
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#endif
#ifndef SUPPORT_PROFILE_GLSL
#define SUPPORT_PROFILE_GLSL 1
#endif
#ifndef SUPPORT_PROFILE_ARB1
#define SUPPORT_PROFILE_ARB1 1
#endif
// Get basic wankery out of the way here...
#ifdef _WINDOWS
#define ENDLINE_STR "\r\n"
#else
#define ENDLINE_STR "\n";
#endif
typedef unsigned int uint; // this is a printf() helper. don't use for code.
#ifdef _MSC_VER
#include <malloc.h>
#define snprintf _snprintf
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#define strcasecmp stricmp
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typedef unsigned __int8 uint8;
typedef unsigned __int16 uint16;
typedef unsigned __int32 uint32;
typedef __int32 int32;
// Warning Level 4 considered harmful. :)
#pragma warning(disable: 4100) // "unreferenced formal parameter"
#pragma warning(disable: 4389) // "signed/unsigned mismatch"
#else
#include <stdint.h>
typedef uint8_t uint8;
typedef uint16_t uint16;
typedef uint32_t uint32;
typedef int32_t int32;
#endif
#ifdef __GNUC__
#define ISPRINTF(x,y) __attribute__((format (printf, x, y)))
#else
#define ISPRINTF(x,y)
#endif
#define STATICARRAYLEN(x) ( (sizeof ((x))) / (sizeof ((x)[0])) )
// Byteswap magic...
#if ((defined __GNUC__) && (defined __POWERPC__))
static inline uint32 SWAP32(uint32 x)
{
__asm__ __volatile__("lwbrx %0,0,%1" : "=r" (x) : "r" (&x));
return x;
} // SWAP32
static inline uint16 SWAP16(uint16 x)
{
__asm__ __volatile__("lhbrx %0,0,%1" : "=r" (x) : "r" (&x));
return x;
} // SWAP16
#elif defined(__POWERPC__)
static inline uint32 SWAP32(uint32 x)
{
return ( (((x) >> 24) & 0x000000FF) | (((x) >> 8) & 0x0000FF00) |
(((x) << 8) & 0x00FF0000) | (((x) << 24) & 0xFF000000) );
} // SWAP32
static inline uint16 SWAP16(uint16 x)
{
return ( (((x) >> 8) & 0x00FF) | (((x) << 8) & 0xFF00) );
} // SWAP16
#else
# define SWAP16(x) (x)
# define SWAP32(x) (x)
#endif
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static inline int Min(const int a, const int b)
{
return ((a < b) ? a : b);
} // Min
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// This is the ID for a D3DXSHADER_CONSTANTTABLE in the bytecode comments.
#define CTAB_ID 0x42415443 // 0x42415443 == 'CTAB'
#define CTAB_SIZE 28 // sizeof (D3DXSHADER_CONSTANTTABLE).
#define CINFO_SIZE 20 // sizeof (D3DXSHADER_CONSTANTINFO).
#define CTYPEINFO_SIZE 16 // sizeof (D3DXSHADER_TYPEINFO).
#define CMEMBERINFO_SIZE 8 // sizeof (D3DXSHADER_STRUCTMEMBERINFO)
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// we need to reference these by explicit value occasionally...
#define OPCODE_RET 28
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#define OPCODE_IF 40
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#define OPCODE_IFC 41
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#define OPCODE_BREAK 44
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#define OPCODE_BREAKC 45
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#define OPCODE_TEXLD 66
#define OPCODE_SETP 94
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// TEXLD becomes a different instruction with these instruction controls.
#define CONTROL_TEXLD 0
#define CONTROL_TEXLDP 1
#define CONTROL_TEXLDB 2
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// #define this to force app to supply an allocator, so there's no reference
// to the C runtime's malloc() and free()...
#if MOJOSHADER_FORCE_ALLOCATOR
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#define MOJOSHADER_internal_malloc NULL
#define MOJOSHADER_internal_free NULL
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#else
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void *MOJOSHADER_internal_malloc(int bytes, void *d);
void MOJOSHADER_internal_free(void *ptr, void *d);
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#endif
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#if MOJOSHADER_FORCE_INCLUDE_CALLBACKS
#define MOJOSHADER_internal_include_open NULL
#define MOJOSHADER_internal_include_close NULL
#else
int MOJOSHADER_internal_include_open(MOJOSHADER_includeType inctype,
const char *fname, const char *parent,
const char **outdata,
unsigned int *outbytes,
MOJOSHADER_malloc m, MOJOSHADER_free f,
void *d);
void MOJOSHADER_internal_include_close(const char *data, MOJOSHADER_malloc m,
MOJOSHADER_free f, void *d);
#endif
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// result modifiers.
// !!! FIXME: why isn't this an enum?
#define MOD_SATURATE 0x01
#define MOD_PP 0x02
#define MOD_CENTROID 0x04
typedef enum
{
REG_TYPE_TEMP = 0,
REG_TYPE_INPUT = 1,
REG_TYPE_CONST = 2,
REG_TYPE_ADDRESS = 3,
REG_TYPE_TEXTURE = 3, // ALSO 3!
REG_TYPE_RASTOUT = 4,
REG_TYPE_ATTROUT = 5,
REG_TYPE_TEXCRDOUT = 6,
REG_TYPE_OUTPUT = 6, // ALSO 6!
REG_TYPE_CONSTINT = 7,
REG_TYPE_COLOROUT = 8,
REG_TYPE_DEPTHOUT = 9,
REG_TYPE_SAMPLER = 10,
REG_TYPE_CONST2 = 11,
REG_TYPE_CONST3 = 12,
REG_TYPE_CONST4 = 13,
REG_TYPE_CONSTBOOL = 14,
REG_TYPE_LOOP = 15,
REG_TYPE_TEMPFLOAT16 = 16,
REG_TYPE_MISCTYPE = 17,
REG_TYPE_LABEL = 18,
REG_TYPE_PREDICATE = 19,
REG_TYPE_MAX = 19
} RegisterType;
typedef enum
{
TEXTURE_TYPE_2D = 2,
TEXTURE_TYPE_CUBE = 3,
TEXTURE_TYPE_VOLUME = 4,
} TextureType;
typedef enum
{
RASTOUT_TYPE_POSITION = 0,
RASTOUT_TYPE_FOG = 1,
RASTOUT_TYPE_POINT_SIZE = 2,
RASTOUT_TYPE_MAX = 2
} RastOutType;
typedef enum
{
MISCTYPE_TYPE_POSITION = 0,
MISCTYPE_TYPE_FACE = 1,
MISCTYPE_TYPE_MAX = 1
} MiscTypeType;
// source modifiers.
typedef enum
{
SRCMOD_NONE,
SRCMOD_NEGATE,
SRCMOD_BIAS,
SRCMOD_BIASNEGATE,
SRCMOD_SIGN,
SRCMOD_SIGNNEGATE,
SRCMOD_COMPLEMENT,
SRCMOD_X2,
SRCMOD_X2NEGATE,
SRCMOD_DZ,
SRCMOD_DW,
SRCMOD_ABS,
SRCMOD_ABSNEGATE,
SRCMOD_NOT,
SRCMOD_TOTAL
} SourceMod;
typedef struct
{
const uint32 *token; // this is the unmolested token in the stream.
int regnum;
int relative;
int writemask; // xyzw or rgba (all four, not split out).
int writemask0; // x or red
int writemask1; // y or green
int writemask2; // z or blue
int writemask3; // w or alpha
int orig_writemask; // writemask before mojoshader tweaks it.
int result_mod;
int result_shift;
RegisterType regtype;
} DestArgInfo;
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static inline int scalar_register(const MOJOSHADER_shaderType shader_type,
const RegisterType regtype, const int regnum)
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{
switch (regtype)
{
case REG_TYPE_DEPTHOUT:
case REG_TYPE_CONSTBOOL:
case REG_TYPE_LOOP:
return 1;
case REG_TYPE_MISCTYPE:
if ( ((const MiscTypeType) regnum) == MISCTYPE_TYPE_FACE )
return 1;
return 0;
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case REG_TYPE_PREDICATE:
return (shader_type == MOJOSHADER_TYPE_PIXEL) ? 1 : 0;
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default: break;
} // switch
return 0;
} // scalar_register
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typedef enum
{
MOJOSHADER_PARSEPHASE_NOTSTARTED,
MOJOSHADER_PARSEPHASE_WORKING,
MOJOSHADER_PARSEPHASE_DONE,
} MOJOSHADER_parsePhase;
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extern MOJOSHADER_error MOJOSHADER_out_of_mem_error;
extern MOJOSHADER_parseData MOJOSHADER_out_of_mem_data;
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typedef struct ErrorList
{
MOJOSHADER_error error;
struct ErrorList *next;
} ErrorList;
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// preprocessor stuff.
typedef enum
{
TOKEN_UNKNOWN = 256, // start past ASCII character values.
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// These are all C-like constructs. Tokens < 256 may be single
// chars (like '+' or whatever). These are just multi-char sequences
// (like "+=" or whatever).
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TOKEN_IDENTIFIER,
TOKEN_INT_LITERAL,
TOKEN_FLOAT_LITERAL,
TOKEN_STRING_LITERAL,
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TOKEN_RSHIFTASSIGN,
TOKEN_LSHIFTASSIGN,
TOKEN_ADDASSIGN,
TOKEN_SUBASSIGN,
TOKEN_MULTASSIGN,
TOKEN_DIVASSIGN,
TOKEN_MODASSIGN,
TOKEN_XORASSIGN,
TOKEN_ANDASSIGN,
TOKEN_ORASSIGN,
TOKEN_INCREMENT,
TOKEN_DECREMENT,
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TOKEN_RSHIFT,
TOKEN_LSHIFT,
TOKEN_ANDAND,
TOKEN_OROR,
TOKEN_LEQ,
TOKEN_GEQ,
TOKEN_EQL,
TOKEN_NEQ,
TOKEN_HASHHASH,
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// This is returned at the end of input...no more to process.
TOKEN_EOI,
// This is returned for char sequences we think are bogus. You'll have
// to judge for yourself. In most cases, you'll probably just fail with
// bogus syntax without explicitly checking for this token.
TOKEN_BAD_CHARS,
// This is returned if there's an error condition (the error is returned
// as a NULL-terminated string from preprocessor_nexttoken(), instead
// of actual token data). You can continue getting tokens after this
// is reported. It happens for things like missing #includes, etc.
TOKEN_PREPROCESSING_ERROR,
// These are all caught by the preprocessor. Caller won't ever see them.
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// They control the preprocessor (#includes new files, etc).
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TOKEN_PP_INCLUDE,
TOKEN_PP_LINE,
TOKEN_PP_DEFINE,
TOKEN_PP_UNDEF,
TOKEN_PP_IF,
TOKEN_PP_IFDEF,
TOKEN_PP_IFNDEF,
TOKEN_PP_ELSE,
TOKEN_PP_ELIF,
TOKEN_PP_ENDIF,
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TOKEN_PP_ERROR, // caught, becomes TOKEN_PREPROCESSING_ERROR
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TOKEN_INCOMPLETE_COMMENT, // caught, becomes TOKEN_PREPROCESSING_ERROR
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} Token;
// This is opaque.
struct Preprocessor;
typedef struct Preprocessor Preprocessor;
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typedef struct Conditional
{
Token type;
int linenum;
int skipping;
struct Conditional *next;
} Conditional;
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typedef struct IncludeState
{
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const char *filename;
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int included;
const char *source_base;
const char *source;
const char *token;
const unsigned char *lexer_marker;
unsigned int bytes_left;
unsigned int line;
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Conditional *conditional_stack;
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struct IncludeState *next;
} IncludeState;
Token preprocessor_internal_lexer(IncludeState *s);
// This will only fail if the allocator fails, so it doesn't return any
// error code...NULL on failure.
Preprocessor *preprocessor_start(const char *fname, const char *source,
unsigned int sourcelen,
MOJOSHADER_includeOpen open_callback,
MOJOSHADER_includeClose close_callback,
const MOJOSHADER_preprocessorDefine **defines,
unsigned int define_count,
MOJOSHADER_malloc m, MOJOSHADER_free f, void *d);
void preprocessor_end(Preprocessor *pp);
int preprocessor_outofmemory(Preprocessor *pp);
const char *preprocessor_nexttoken(Preprocessor *_ctx,
unsigned int *_len, Token *_token);
const char *preprocessor_sourcepos(Preprocessor *pp, unsigned int *pos);
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void MOJOSHADER_print_debug_token(const char *subsystem, const char *token,
const unsigned int tokenlen,
const Token tokenval);
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#endif // _INCLUDE_MOJOSHADER_INTERNAL_H_
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#if MOJOSHADER_DO_INSTRUCTION_TABLE
// These have to be in the right order! Arrays are indexed by the value
// of the instruction token.
// INSTRUCTION_STATE means this opcode has to update the state machine
// (we're entering an ELSE block, etc). INSTRUCTION means there's no
// state, just go straight to the emitters.
// !!! FIXME: Some of these MOJOSHADER_TYPE_ANYs need to have their scope
// !!! FIXME: reduced to just PIXEL or VERTEX.
INSTRUCTION(NOP, "NOP", 1, NULL, MOJOSHADER_TYPE_ANY)
INSTRUCTION(MOV, "MOV", 1, DS, MOJOSHADER_TYPE_ANY)
INSTRUCTION(ADD, "ADD", 1, DSS, MOJOSHADER_TYPE_ANY)
INSTRUCTION(SUB, "SUB", 1, DSS, MOJOSHADER_TYPE_ANY)
INSTRUCTION(MAD, "MAD", 1, DSSS, MOJOSHADER_TYPE_ANY)
INSTRUCTION(MUL, "MUL", 1, DSS, MOJOSHADER_TYPE_ANY)
INSTRUCTION_STATE(RCP, "RCP", 1, DS, MOJOSHADER_TYPE_ANY)
INSTRUCTION(RSQ, "RSQ", 1, DS, MOJOSHADER_TYPE_ANY)
INSTRUCTION(DP3, "DP3", 1, DSS, MOJOSHADER_TYPE_ANY)
INSTRUCTION_STATE(DP4, "DP4", 1, DSS, MOJOSHADER_TYPE_ANY)
INSTRUCTION(MIN, "MIN", 1, DSS, MOJOSHADER_TYPE_ANY)
INSTRUCTION(MAX, "MAX", 1, DSS, MOJOSHADER_TYPE_ANY)
INSTRUCTION(SLT, "SLT", 1, DSS, MOJOSHADER_TYPE_ANY)
INSTRUCTION(SGE, "SGE", 1, DSS, MOJOSHADER_TYPE_ANY)
INSTRUCTION(EXP, "EXP", 1, DS, MOJOSHADER_TYPE_ANY)
INSTRUCTION_STATE(LOG, "LOG", 1, DS, MOJOSHADER_TYPE_ANY)
INSTRUCTION(LIT, "LIT", 3, DS, MOJOSHADER_TYPE_ANY)
INSTRUCTION(DST, "DST", 1, DSS, MOJOSHADER_TYPE_VERTEX)
INSTRUCTION(LRP, "LRP", 2, DSSS, MOJOSHADER_TYPE_ANY)
INSTRUCTION_STATE(FRC, "FRC", 1, DS, MOJOSHADER_TYPE_ANY)
INSTRUCTION_STATE(M4X4, "M4X4", 4, DSS, MOJOSHADER_TYPE_ANY)
INSTRUCTION_STATE(M4X3, "M4X3", 3, DSS, MOJOSHADER_TYPE_ANY)
INSTRUCTION_STATE(M3X4, "M3X4", 4, DSS, MOJOSHADER_TYPE_ANY)
INSTRUCTION_STATE(M3X3, "M3X3", 3, DSS, MOJOSHADER_TYPE_ANY)
INSTRUCTION_STATE(M3X2, "M3X2", 2, DSS, MOJOSHADER_TYPE_ANY)
INSTRUCTION_STATE(CALL, "CALL", 2, S, MOJOSHADER_TYPE_ANY)
INSTRUCTION_STATE(CALLNZ, "CALLNZ", 3, SS, MOJOSHADER_TYPE_ANY)
INSTRUCTION_STATE(LOOP, "LOOP", 3, SS, MOJOSHADER_TYPE_ANY)
INSTRUCTION_STATE(RET, "RET", 1, NULL, MOJOSHADER_TYPE_ANY)
INSTRUCTION_STATE(ENDLOOP, "ENDLOOP", 2, NULL, MOJOSHADER_TYPE_ANY)
INSTRUCTION_STATE(LABEL, "LABEL", 0, S, MOJOSHADER_TYPE_ANY)
INSTRUCTION_STATE(DCL, "DCL", 0, DCL, MOJOSHADER_TYPE_ANY)
INSTRUCTION_STATE(POW, "POW", 3, DSS, MOJOSHADER_TYPE_ANY)
INSTRUCTION(CRS, "CRS", 2, DSS, MOJOSHADER_TYPE_ANY)
INSTRUCTION(SGN, "SGN", 3, DSSS, MOJOSHADER_TYPE_ANY)
INSTRUCTION(ABS, "ABS", 1, DS, MOJOSHADER_TYPE_ANY)
INSTRUCTION(NRM, "NRM", 3, DS, MOJOSHADER_TYPE_ANY)
INSTRUCTION_STATE(SINCOS, "SINCOS", 8, SINCOS, MOJOSHADER_TYPE_ANY)
INSTRUCTION_STATE(REP, "REP", 3, S, MOJOSHADER_TYPE_ANY)
INSTRUCTION_STATE(ENDREP, "ENDREP", 2, NULL, MOJOSHADER_TYPE_ANY)
INSTRUCTION_STATE(IF, "IF", 3, S, MOJOSHADER_TYPE_ANY)
INSTRUCTION_STATE(IFC, "IF", 3, SS, MOJOSHADER_TYPE_ANY)
INSTRUCTION(ELSE, "ELSE", 1, NULL, MOJOSHADER_TYPE_ANY) // !!! FIXME: state!
INSTRUCTION(ENDIF, "ENDIF", 1, NULL, MOJOSHADER_TYPE_ANY) // !!! FIXME: state!
INSTRUCTION_STATE(BREAK, "BREAK", 1, NULL, MOJOSHADER_TYPE_ANY)
INSTRUCTION_STATE(BREAKC, "BREAK", 3, SS, MOJOSHADER_TYPE_ANY)
INSTRUCTION_STATE(MOVA, "MOVA", 1, DS, MOJOSHADER_TYPE_VERTEX)
INSTRUCTION_STATE(DEFB, "DEFB", 0, DEFB, MOJOSHADER_TYPE_ANY)
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INSTRUCTION_STATE(DEFI, "DEFI", 0, DEFI, MOJOSHADER_TYPE_ANY)
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INSTRUCTION(RESERVED, 0, 0, NULL, MOJOSHADER_TYPE_UNKNOWN)
INSTRUCTION(RESERVED, 0, 0, NULL, MOJOSHADER_TYPE_UNKNOWN)
INSTRUCTION(RESERVED, 0, 0, NULL, MOJOSHADER_TYPE_UNKNOWN)
INSTRUCTION(RESERVED, 0, 0, NULL, MOJOSHADER_TYPE_UNKNOWN)
INSTRUCTION(RESERVED, 0, 0, NULL, MOJOSHADER_TYPE_UNKNOWN)
INSTRUCTION(RESERVED, 0, 0, NULL, MOJOSHADER_TYPE_UNKNOWN)
INSTRUCTION(RESERVED, 0, 0, NULL, MOJOSHADER_TYPE_UNKNOWN)
INSTRUCTION(RESERVED, 0, 0, NULL, MOJOSHADER_TYPE_UNKNOWN)
INSTRUCTION(RESERVED, 0, 0, NULL, MOJOSHADER_TYPE_UNKNOWN)
INSTRUCTION(RESERVED, 0, 0, NULL, MOJOSHADER_TYPE_UNKNOWN)
INSTRUCTION(RESERVED, 0, 0, NULL, MOJOSHADER_TYPE_UNKNOWN)
INSTRUCTION(RESERVED, 0, 0, NULL, MOJOSHADER_TYPE_UNKNOWN)
INSTRUCTION(RESERVED, 0, 0, NULL, MOJOSHADER_TYPE_UNKNOWN)
INSTRUCTION(RESERVED, 0, 0, NULL, MOJOSHADER_TYPE_UNKNOWN)
INSTRUCTION(RESERVED, 0, 0, NULL, MOJOSHADER_TYPE_UNKNOWN)
INSTRUCTION_STATE(TEXCRD, "TEXCRD", 1, TEXCRD, MOJOSHADER_TYPE_PIXEL)
INSTRUCTION_STATE(TEXKILL, "TEXKILL", 2, D, MOJOSHADER_TYPE_PIXEL)
INSTRUCTION_STATE(TEXLD, "TEXLD", 1, TEXLD, MOJOSHADER_TYPE_PIXEL)
INSTRUCTION(TEXBEM, "TEXBEM", 1, DS, MOJOSHADER_TYPE_PIXEL)
INSTRUCTION(TEXBEML, "TEXBEML", 2, DS, MOJOSHADER_TYPE_PIXEL)
INSTRUCTION(TEXREG2AR, "TEXREG2AR", 1, DS, MOJOSHADER_TYPE_PIXEL)
INSTRUCTION(TEXREG2GB, "TEXREG2GB", 1, DS, MOJOSHADER_TYPE_PIXEL)
INSTRUCTION(TEXM3X2PAD, "TEXM3X2PAD", 1, DS, MOJOSHADER_TYPE_PIXEL)
INSTRUCTION(TEXM3X2TEX, "TEXM3X2TEX", 1, DS, MOJOSHADER_TYPE_PIXEL)
INSTRUCTION(TEXM3X3PAD, "TEXM3X3PAD", 1, DS, MOJOSHADER_TYPE_PIXEL)
INSTRUCTION(TEXM3X3TEX, "TEXM3X3TEX", 1, DS, MOJOSHADER_TYPE_PIXEL)
INSTRUCTION(RESERVED, 0, 0, NULL, MOJOSHADER_TYPE_UNKNOWN)
INSTRUCTION(TEXM3X3SPEC, "TEXM3X3SPEC", 1, DSS, MOJOSHADER_TYPE_PIXEL)
INSTRUCTION(TEXM3X3VSPEC, "TEXM3X3VSPEC", 1, DS, MOJOSHADER_TYPE_PIXEL)
INSTRUCTION(EXPP, "EXPP", 1, DS, MOJOSHADER_TYPE_ANY)
INSTRUCTION_STATE(LOGP, "LOGP", 1, DS, MOJOSHADER_TYPE_ANY)
INSTRUCTION_STATE(CND, "CND", 1, DSSS, MOJOSHADER_TYPE_PIXEL)
INSTRUCTION_STATE(DEF, "DEF", 0, DEF, MOJOSHADER_TYPE_ANY)
INSTRUCTION(TEXREG2RGB, "TEXREG2RGB", 1, DS, MOJOSHADER_TYPE_PIXEL)
INSTRUCTION(TEXDP3TEX, "TEXDP3TEX", 1, DS, MOJOSHADER_TYPE_PIXEL)
INSTRUCTION(TEXM3X2DEPTH, "TEXM3X2DEPTH", 1, DS, MOJOSHADER_TYPE_PIXEL)
INSTRUCTION(TEXDP3, "TEXDP3", 1, DS, MOJOSHADER_TYPE_PIXEL)
INSTRUCTION(TEXM3X3, "TEXM3X3", 1, DS, MOJOSHADER_TYPE_PIXEL)
INSTRUCTION(TEXDEPTH, "TEXDEPTH", 1, D, MOJOSHADER_TYPE_PIXEL)
INSTRUCTION_STATE(CMP, "CMP", 1, DSSS, MOJOSHADER_TYPE_PIXEL)
INSTRUCTION(BEM, "BEM", 2, DSS, MOJOSHADER_TYPE_PIXEL)
INSTRUCTION_STATE(DP2ADD, "DP2ADD", 2, DSSS, MOJOSHADER_TYPE_PIXEL)
INSTRUCTION(DSX, "DSX", 2, DS, MOJOSHADER_TYPE_PIXEL)
INSTRUCTION(DSY, "DSY", 2, DS, MOJOSHADER_TYPE_PIXEL)
INSTRUCTION(TEXLDD, "TEXLDD", 3, DSSSS, MOJOSHADER_TYPE_PIXEL)
INSTRUCTION_STATE(SETP, "SETP", 1, DSS, MOJOSHADER_TYPE_ANY)
INSTRUCTION_STATE(TEXLDL, "TEXLDL", 2, DSS, MOJOSHADER_TYPE_ANY)
INSTRUCTION_STATE(BREAKP, "BREAKP", 3, S, MOJOSHADER_TYPE_ANY)
#endif
536
// end of mojoshader_internal.h ...