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mojoshader_effects.c
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/**
* MojoShader; generate shader programs from bytecode of compiled
* Direct3D shaders.
*
* Please see the file LICENSE.txt in the source's root directory.
*
* This file written by Ryan C. Gordon.
*/
#define __MOJOSHADER_INTERNAL__ 1
#include "mojoshader_internal.h"
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#include <math.h>
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#if SUPPORT_PRESHADERS
void MOJOSHADER_runPreshader(const MOJOSHADER_preshader *preshader,
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const float *inregs, float *outregs)
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{
// this is fairly straightforward, as there aren't any branching
// opcodes in the preshader instruction set (at the moment, at least).
const int scalarstart = (int) MOJOSHADER_PRESHADEROP_SCALAR_OPS;
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double *temps = NULL;
if (preshader->temp_count > 0)
{
temps = (double *) alloca(sizeof (double) * preshader->temp_count);
memset(temps, '\0', sizeof (double) * preshader->temp_count);
} // if
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double dst[4] = { 0, 0, 0, 0 };
double src[3][4] = { { 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 0, 0, 0 } };
const double *src0 = &src[0][0];
const double *src1 = &src[1][0];
const double *src2 = &src[2][0];
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MOJOSHADER_preshaderInstruction *inst = preshader->instructions;
int instit;
for (instit = 0; instit < preshader->instruction_count; instit++, inst++)
{
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const MOJOSHADER_preshaderOperand *operand = inst->operands;
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const int elems = inst->element_count;
const int elemsbytes = sizeof (double) * elems;
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const int isscalarop = (inst->opcode >= scalarstart);
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assert(elems >= 0);
assert(elems <= 4);
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// load up our operands...
int opiter, elemiter;
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for (opiter = 0; opiter < inst->operand_count-1; opiter++, operand++)
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{
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const int isscalar = ((isscalarop) && (opiter == 0));
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const unsigned int index = operand->index;
switch (operand->type)
{
case MOJOSHADER_PRESHADEROPERAND_LITERAL:
{
const double *lit = &preshader->literals[index];
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assert((index + elems) <= preshader->literal_count);
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if (!isscalar)
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memcpy(&src[opiter][0], lit, elemsbytes);
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else
{
const double val = *lit;
for (elemiter = 0; elemiter < elems; elemiter++)
src[opiter][elemiter] = val;
} // else
break;
} // case
case MOJOSHADER_PRESHADEROPERAND_INPUT:
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if (isscalar)
src[opiter][0] = inregs[index];
else
{
int cpy;
for (cpy = 0; cpy < elems; cpy++)
src[opiter][cpy] = inregs[index+cpy];
} // else
break;
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case MOJOSHADER_PRESHADEROPERAND_OUTPUT:
if (isscalar)
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src[opiter][0] = outregs[index];
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else
{
int cpy;
for (cpy = 0; cpy < elems; cpy++)
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src[opiter][cpy] = outregs[index+cpy];
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} // else
break;
case MOJOSHADER_PRESHADEROPERAND_TEMP:
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if (temps != NULL)
{
if (isscalar)
src[opiter][0] = temps[index];
else
memcpy(src[opiter], temps + index, elemsbytes);
} // if
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break;
default:
assert(0 && "unexpected preshader operand type.");
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return;
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} // switch
} // for
// run the actual instruction, store result to dst.
int i;
switch (inst->opcode)
{
#define OPCODE_CASE(op, val) \
case MOJOSHADER_PRESHADEROP_##op: \
for (i = 0; i < elems; i++) { dst[i] = val; } \
break;
//OPCODE_CASE(NOP, 0.0) // not a real instruction.
OPCODE_CASE(MOV, src0[i])
OPCODE_CASE(NEG, -src0[i])
OPCODE_CASE(RCP, 1.0 / src0[i])
OPCODE_CASE(FRC, src0[i] - floor(src0[i]))
OPCODE_CASE(EXP, exp(src0[i]))
OPCODE_CASE(LOG, log(src0[i]))
OPCODE_CASE(RSQ, 1.0 / sqrt(src0[i]))
OPCODE_CASE(SIN, sin(src0[i]))
OPCODE_CASE(COS, cos(src0[i]))
OPCODE_CASE(ASIN, asin(src0[i]))
OPCODE_CASE(ACOS, acos(src0[i]))
OPCODE_CASE(ATAN, atan(src0[i]))
OPCODE_CASE(MIN, (src0[i] < src1[i]) ? src0[i] : src1[i])
OPCODE_CASE(MAX, (src0[i] > src1[i]) ? src0[i] : src1[i])
OPCODE_CASE(LT, (src0[i] < src1[i]) ? 1.0 : 0.0)
OPCODE_CASE(GE, (src0[i] >= src1[i]) ? 1.0 : 0.0)
OPCODE_CASE(ADD, src0[i] + src1[i])
OPCODE_CASE(MUL, src0[i] * src1[i])
OPCODE_CASE(ATAN2, atan2(src0[i], src1[i]))
OPCODE_CASE(DIV, src0[i] / src1[i])
OPCODE_CASE(CMP, (src0[i] >= 0.0) ? src1[i] : src2[i])
//OPCODE_CASE(NOISE, ???) // !!! FIXME: don't know what this does
//OPCODE_CASE(MOVC, ???) // !!! FIXME: don't know what this does
#undef OPCODE_CASE
case MOJOSHADER_PRESHADEROP_DOT:
{
double final = 0.0;
for (i = 0; i < elems; i++)
final += src0[i] * src1[i];
for (i = 0; i < elems; i++)
dst[i] = final; // !!! FIXME: is this right?
} // case
#define OPCODE_CASE_SCALAR(op, val) \
case MOJOSHADER_PRESHADEROP_##op##_SCALAR: { \
const double final = val; \
for (i = 0; i < elems; i++) { dst[i] = final; } \
break; \
}
OPCODE_CASE_SCALAR(MIN, (src0[0] < src1[0]) ? src0[0] : src1[0])
OPCODE_CASE_SCALAR(MAX, (src0[0] > src1[0]) ? src0[0] : src1[0])
OPCODE_CASE_SCALAR(LT, (src0[0] < src1[0]) ? 1.0 : 0.0)
OPCODE_CASE_SCALAR(GE, (src0[0] >= src1[0]) ? 1.0 : 0.0)
OPCODE_CASE_SCALAR(ADD, src0[0] + src1[0])
OPCODE_CASE_SCALAR(MUL, src0[0] * src1[0])
OPCODE_CASE_SCALAR(ATAN2, atan2(src0[0], src1[0]))
OPCODE_CASE_SCALAR(DIV, src0[0] / src1[0])
//OPCODE_CASE_SCALAR(DOT) // !!! FIXME: isn't this just a MUL?
//OPCODE_CASE_SCALAR(NOISE, ???) // !!! FIXME: ?
#undef OPCODE_CASE_SCALAR
default:
assert(0 && "Unhandled preshader opcode!");
break;
} // switch
// Figure out where dst wants to be stored.
if (operand->type == MOJOSHADER_PRESHADEROPERAND_TEMP)
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{
assert(preshader->temp_count >=
operand->index + (elemsbytes / sizeof (double)));
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memcpy(temps + operand->index, dst, elemsbytes);
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} // if
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else
{
assert(operand->type == MOJOSHADER_PRESHADEROPERAND_OUTPUT);
for (i = 0; i < elems; i++)
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outregs[operand->index + i] = (float) dst[i];
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} // else
} // for
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} // MOJOSHADER_runPreshader
#endif
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static MOJOSHADER_effect MOJOSHADER_out_of_mem_effect = {
1, &MOJOSHADER_out_of_mem_error, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
};
static uint32 readui32(const uint8 **_ptr, uint32 *_len)
{
uint32 retval = 0;
if (*_len < sizeof (retval))
*_len = 0;
else
{
const uint32 *ptr = (const uint32 *) *_ptr;
retval = SWAP32(*ptr);
*_ptr += sizeof (retval);
*_len -= sizeof (retval);
} // else
return retval;
} // readui32
// !!! FIXME: this is sort of a big, ugly function.
const MOJOSHADER_effect *MOJOSHADER_parseEffect(const char *profile,
const unsigned char *buf,
const unsigned int _len,
const MOJOSHADER_swizzle *swiz,
const unsigned int swizcount,
MOJOSHADER_malloc m,
MOJOSHADER_free f,
void *d)
{
if ( ((m == NULL) && (f != NULL)) || ((m != NULL) && (f == NULL)) )
return &MOJOSHADER_out_of_mem_effect; // supply both or neither.
if (m == NULL) m = MOJOSHADER_internal_malloc;
if (f == NULL) f = MOJOSHADER_internal_free;
MOJOSHADER_effect *retval = m(sizeof (MOJOSHADER_effect), d);
if (retval == NULL)
return &MOJOSHADER_out_of_mem_effect; // supply both or neither.
memset(retval, '\0', sizeof (*retval));
retval->malloc = m;
retval->free = f;
retval->malloc_data = d;
const uint8 *ptr = (const uint8 *) buf;
uint32 len = (uint32) _len;
size_t siz = 0;
int i, j, k;
if (len < 8)
goto parseEffect_unexpectedEOF;
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const uint8 *base = NULL;
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if (readui32(&ptr, &len) != 0xFEFF0901) // !!! FIXME: is this always magic?
goto parseEffect_notAnEffectsFile;
else
{
const uint32 offset = readui32(&ptr, &len);
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base = ptr;
//printf("base offset == %u\n", offset);
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if (offset > len)
goto parseEffect_unexpectedEOF;
ptr += offset;
len -= offset;
} // else
// params...
if (len < 16)
goto parseEffect_unexpectedEOF;
const uint32 numparams = readui32(&ptr, &len);
const uint32 numtechniques = readui32(&ptr, &len);
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readui32(&ptr, &len); // !!! FIXME: there are 8 unknown bytes here. Annotations?
/*const uint32 numobjects = */ readui32(&ptr, &len);
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if (numparams > 0)
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{
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siz = sizeof (MOJOSHADER_effectParam) * numparams;
retval->params = (MOJOSHADER_effectParam *) m(siz, d);
if (retval->params == NULL)
goto parseEffect_outOfMemory;
memset(retval->params, '\0', siz);
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retval->param_count = numparams;
for (i = 0; i < numparams; i++)
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{
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if (len < 16)
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goto parseEffect_unexpectedEOF;
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const uint32 typeoffset = readui32(&ptr, &len);
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/*const uint32 valoffset =*/ readui32(&ptr, &len);
/*const uint32 flags =*/ readui32(&ptr, &len);
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const uint32 numannos = readui32(&ptr, &len);
for (j = 0; j < numannos; j++)
{
if (len < 8)
goto parseEffect_unexpectedEOF;
// !!! FIXME: parse annotations.
readui32(&ptr, &len);
readui32(&ptr, &len);
} // for
const uint8 *typeptr = base + typeoffset;
unsigned int typelen = 9999999; // !!! FIXME
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/*const uint32 paramtype =*/ readui32(&typeptr, &typelen);
/*const uint32 paramclass =*/ readui32(&typeptr, &typelen);
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const uint32 paramname = readui32(&typeptr, &typelen);
const uint32 paramsemantic = readui32(&typeptr, &typelen);
// !!! FIXME: sanity checks!
const char *namestr = ((const char *) base) + paramname;
const char *semstr = ((const char *) base) + paramsemantic;
uint32 len;
char *strptr;
len = *((const uint32 *) namestr);
strptr = (char *) m(len + 1, d);
memcpy(strptr, namestr + 4, len);
strptr[len] = '\0';
retval->params[i].name = strptr;
len = *((const uint32 *) semstr);
strptr = (char *) m(len + 1, d);
memcpy(strptr, semstr + 4, len);
strptr[len] = '\0';
retval->params[i].semantic = strptr;
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} // for
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} // if
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uint32 numshaders = 0; // we'll calculate this later.
// techniques...
if (numtechniques > 0)
{
siz = sizeof (MOJOSHADER_effectTechnique) * numtechniques;
retval->techniques = (MOJOSHADER_effectTechnique *) m(siz, d);
if (retval->techniques == NULL)
goto parseEffect_outOfMemory;
memset(retval->techniques, '\0', siz);
retval->technique_count = numtechniques;
for (i = 0; i < numtechniques; i++)
{
if (len < 12)
goto parseEffect_unexpectedEOF;
MOJOSHADER_effectTechnique *technique = &retval->techniques[i];
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const uint32 nameoffset = readui32(&ptr, &len);
const uint32 numannos = readui32(&ptr, &len);
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const uint32 numpasses = readui32(&ptr, &len);
if (nameoffset >= _len)
goto parseEffect_unexpectedEOF;
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if (numannos > 0)
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{
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// !!! FIXME: expose these to the caller?
for (j = 0; j < numannos; j++)
{
if (len < 8)
goto parseEffect_unexpectedEOF;
readui32(&ptr, &len); // typedef offset
readui32(&ptr, &len); // value offset
} // for
} // if
// !!! FIXME: verify this doesn't go past EOF looking for a null.
{
const char *namestr = ((char *) base) + nameoffset;
uint32 len = *((const uint32 *) namestr);
char *strptr = (char *) m(len + 1, d);
memcpy(strptr, namestr + 4, len);
strptr[len] = '\0';
technique->name = strptr;
}
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if (numpasses > 0)
{
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technique->pass_count = numpasses;
siz = sizeof (MOJOSHADER_effectPass) * numpasses;
technique->passes = (MOJOSHADER_effectPass *) m(siz, d);
if (technique->passes == NULL)
goto parseEffect_outOfMemory;
memset(technique->passes, '\0', siz);
for (j = 0; j < numpasses; j++)
{
if (len < 12)
goto parseEffect_unexpectedEOF;
MOJOSHADER_effectPass *pass = &technique->passes[j];
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const uint32 passnameoffset = readui32(&ptr, &len);
const uint32 numannos = readui32(&ptr, &len);
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const uint32 numstates = readui32(&ptr, &len);
if (passnameoffset >= _len)
goto parseEffect_unexpectedEOF;
// !!! FIXME: verify this doesn't go past EOF looking for a null.
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{
const char *namestr = ((char *) base) + passnameoffset;
uint32 len = *((const uint32 *) namestr);
char *strptr = (char *) m(len + 1, d);
memcpy(strptr, namestr + 4, len);
strptr[len] = '\0';
pass->name = strptr;
}
if (numannos > 0)
{
for (k = 0; k < numannos; k++)
{
if (len < 8)
goto parseEffect_unexpectedEOF;
// !!! FIXME: do something with this.
readui32(&ptr, &len);
readui32(&ptr, &len);
} // for
} // if
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if (numstates > 0)
{
pass->state_count = numstates;
siz = sizeof (MOJOSHADER_effectState) * numstates;
pass->states = (MOJOSHADER_effectState *) m(siz, d);
if (pass->states == NULL)
goto parseEffect_outOfMemory;
memset(pass->states, '\0', siz);
for (k = 0; k < numstates; k++)
{
if (len < 16)
goto parseEffect_unexpectedEOF;
MOJOSHADER_effectState *state = &pass->states[k];
const uint32 type = readui32(&ptr, &len);
readui32(&ptr, &len); // !!! FIXME: don't know what this field does.
/*const uint32 offsetend = */ readui32(&ptr, &len);
/*const uint32 offsetstart = */ readui32(&ptr, &len);
state->type = type;
if ((type == 0x92) || (type == 0x93))
numshaders++;
} // for
} // if
} // for
} // if
} // for
} // if
// textures...
if (len < 8)
goto parseEffect_unexpectedEOF;
const int numtextures = readui32(&ptr, &len);
const int numobjects = readui32(&ptr, &len); // !!! FIXME: "objects" for lack of a better word.
if (numtextures > 0)
{
siz = sizeof (MOJOSHADER_effectTexture) * numtextures;
retval->textures = m(siz, d);
if (retval->textures == NULL)
goto parseEffect_outOfMemory;
memset(retval->textures, '\0', siz);
for (i = 0; i < numtextures; i++)
{
if (len < 8)
goto parseEffect_unexpectedEOF;
MOJOSHADER_effectTexture *texture = &retval->textures[i];
const uint32 texparam = readui32(&ptr, &len);
const uint32 texsize = readui32(&ptr, &len);
// apparently texsize will pad out to 32 bits.
const uint32 readsize = (((texsize + 3) / 4) * 4);
if (len < readsize)
goto parseEffect_unexpectedEOF;
texture->param = texparam;
char *str = m(texsize + 1, d);
if (str == NULL)
goto parseEffect_outOfMemory;
memcpy(str, ptr, texsize);
str[texsize] = '\0';
texture->name = str;
ptr += readsize;
len -= readsize;
} // for
} // if
// shaders...
if (numshaders > 0)
{
siz = sizeof (MOJOSHADER_effectShader) * numshaders;
retval->shaders = (MOJOSHADER_effectShader *) m(siz, d);
if (retval->shaders == NULL)
goto parseEffect_outOfMemory;
memset(retval->shaders, '\0', siz);
retval->shader_count = numshaders;
// !!! FIXME: I wonder if we should pull these from offsets and not
// !!! FIXME: count on them all being in a line like this.
for (i = 0; i < numshaders; i++)
{
if (len < 24)
goto parseEffect_unexpectedEOF;
MOJOSHADER_effectShader *shader = &retval->shaders[i];
const uint32 technique = readui32(&ptr, &len);
const uint32 pass = readui32(&ptr, &len);
readui32(&ptr, &len); // !!! FIXME: don't know what this does.
readui32(&ptr, &len); // !!! FIXME: don't know what this does (vertex/pixel/geometry?)
readui32(&ptr, &len); // !!! FIXME: don't know what this does.
const uint32 shadersize = readui32(&ptr, &len);
if (len < shadersize)
goto parseEffect_unexpectedEOF;
shader->technique = technique;
shader->pass = pass;
shader->shader = MOJOSHADER_parse(profile, ptr, shadersize,
swiz, swizcount, m, f, d);
// !!! FIXME: check for errors.
ptr += shadersize;
len -= shadersize;
} // for
} // if
// !!! FIXME: we parse this, but don't expose the data, yet.
// mappings ...
assert(numshaders <= numobjects);
const uint32 nummappings = numobjects - numshaders;
if (nummappings > 0)
{
for (i = 0; i < nummappings; i++)
{
if (len < 24)
goto parseEffect_unexpectedEOF;
/*const uint32 magic = */ readui32(&ptr, &len);
/*const uint32 index = */ readui32(&ptr, &len);
readui32(&ptr, &len); // !!! FIXME: what is this field?
readui32(&ptr, &len); // !!! FIXME: what is this field?
/*const uint32 type = */ readui32(&ptr, &len);
const uint32 mapsize = readui32(&ptr, &len);
if (mapsize > 0)
{
const uint32 readsize = (((mapsize + 3) / 4) * 4);
if (len < readsize)
goto parseEffect_unexpectedEOF;
} // if
} // for
} // if
retval->profile = (char *) m(strlen(profile) + 1, d);
if (retval->profile == NULL)
goto parseEffect_outOfMemory;
strcpy((char *) retval->profile, profile);
return retval;
// !!! FIXME: do something with this.
parseEffect_notAnEffectsFile:
parseEffect_unexpectedEOF:
parseEffect_outOfMemory:
MOJOSHADER_freeEffect(retval);
return &MOJOSHADER_out_of_mem_effect;
} // MOJOSHADER_parseEffect
void MOJOSHADER_freeEffect(const MOJOSHADER_effect *_effect)
{
MOJOSHADER_effect *effect = (MOJOSHADER_effect *) _effect;
if ((effect == NULL) || (effect == &MOJOSHADER_out_of_mem_effect))
return; // no-op.
MOJOSHADER_free f = effect->free;
void *d = effect->malloc_data;
int i, j;
for (i = 0; i < effect->error_count; i++)
{
f((void *) effect->errors[i].error, d);
f((void *) effect->errors[i].filename, d);
} // for
f((void *) effect->errors, d);
f((void *) effect->profile, d);
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for (i = 0; i < effect->param_count; i++)
{
f((void *) effect->params[i].name, d);
f((void *) effect->params[i].semantic, d);
} // for
f(effect->params, d);
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for (i = 0; i < effect->technique_count; i++)
{
MOJOSHADER_effectTechnique *technique = &effect->techniques[i];
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f((void *) technique->name, d);
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for (j = 0; j < technique->pass_count; j++)
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{
f((void *) technique->passes[j].name, d);
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f(technique->passes[j].states, d);
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} // for
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f(technique->passes, d);
} // for
f(effect->techniques, d);
for (i = 0; i < effect->texture_count; i++)
f((void *) effect->textures[i].name, d);
f(effect->textures, d);
for (i = 0; i < effect->shader_count; i++)
MOJOSHADER_freeParseData(effect->shaders[i].shader);
f(effect->shaders, d);
f(effect, d);
} // MOJOSHADER_freeEffect
// end of mojoshader_effects.c ...