/
mojoshader.c
7477 lines (6310 loc) · 241 KB
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/**
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* MojoShader; generate shader programs from bytecode of compiled
* Direct3D shaders.
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*
* Please see the file LICENSE.txt in the source's root directory.
*
* This file written by Ryan C. Gordon.
*/
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// !!! FIXME: this file really needs to be split up.
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// !!! FIXME: I keep changing coding styles for symbols and typedefs.
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// Shader bytecode format is described at MSDN:
// http://msdn2.microsoft.com/en-us/library/ms800307.aspx
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#include <stdio.h>
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#include <string.h>
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#include <stdlib.h>
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#include <stdarg.h>
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#include <assert.h>
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#include "mojoshader.h"
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// This is the highest shader version we currently support.
#define MAX_SHADER_MAJOR 3
#define MAX_SHADER_MINOR 0
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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.
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#ifndef SUPPORT_PROFILE_D3D
#define SUPPORT_PROFILE_D3D 1
#endif
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#ifndef SUPPORT_PROFILE_PASSTHROUGH
#define SUPPORT_PROFILE_PASSTHROUGH 1
#endif
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#ifndef SUPPORT_PROFILE_GLSL
#define SUPPORT_PROFILE_GLSL 1
#endif
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#ifndef SUPPORT_PROFILE_ARB1
#define SUPPORT_PROFILE_ARB1 1
#endif
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// Get basic wankery out of the way here...
typedef unsigned int uint; // this is a printf() helper. don't use for code.
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#ifdef _MSC_VER
#define snprintf _snprintf
typedef unsigned __int8 uint8;
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typedef unsigned __int16 uint16;
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typedef unsigned __int32 uint32;
typedef unsigned __int32 int32;
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// Warning Level 4 considered harmful. :)
#pragma warning(disable: 4100) // "unreferenced formal parameter"
#pragma warning(disable: 4389) // "signed/unsigned mismatch"
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#else
#include <stdint.h>
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typedef uint8_t uint8;
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typedef uint16_t uint16;
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typedef uint32_t uint32;
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typedef int32_t int32;
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#endif
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#ifdef __GNUC__
#define ISPRINTF(x,y) __attribute__((format (printf, x, y)))
#else
#define ISPRINTF(x,y)
#endif
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#define STATICARRAYLEN(x) ( (sizeof ((x))) / (sizeof ((x)[0])) )
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#ifdef _WINDOWS // !!! FIXME: bleh
const char *endline_str = "\r\n";
#else
const char *endline_str = "\n";
#endif
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// we need to reference this by explicit value occasionally.
#define OPCODE_RET 28
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// Special-case return values from the parsing pipeline...
#define FAIL (-1)
#define NOFAIL (-2)
#define END_OF_STREAM (-3)
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// 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
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static inline uint16 SWAP16(uint16 x)
{
__asm__ __volatile__("lhbrx %0,0,%1" : "=r" (x) : "r" (&x));
return x;
} // SWAP16
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#elif defined(__POWERPC__)
static inline uint32 SWAP32(uint32 x)
{
return ( (((x) >> 24) & 0x000000FF) | (((x) >> 8) & 0x0000FF00) |
(((x) << 8) & 0x00FF0000) | (((x) << 24) & 0xFF000000) );
} // SWAP32
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static inline uint16 SWAP16(uint16 x)
{
return ( (((x) >> 8) & 0x00FF) | (((x) << 8) & 0xFF00) );
} // SWAP16
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#else
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# define SWAP16(x) (x)
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# define SWAP32(x) (x)
#endif
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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;
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typedef enum
{
TEXTURE_TYPE_2D = 2,
TEXTURE_TYPE_CUBE = 3,
TEXTURE_TYPE_VOLUME = 4,
} TextureType;
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// predeclare.
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typedef struct Context Context;
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struct ConstantsList;
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// one emit function for each opcode in each profile.
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typedef void (*emit_function)(Context *ctx);
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// one emit function for starting output in each profile.
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typedef void (*emit_start)(Context *ctx, const char *profilestr);
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// one emit function for ending output in each profile.
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typedef void (*emit_end)(Context *ctx);
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// one emit function for phase opcode output in each profile.
typedef void (*emit_phase)(Context *ctx);
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// one emit function for finalizing output in each profile.
typedef void (*emit_finalize)(Context *ctx);
// one emit function for global definitions in each profile.
typedef void (*emit_global)(Context *ctx, RegisterType regtype, int regnum);
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// one emit function for relative uniform arrays in each profile.
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typedef void (*emit_array)(Context *ctx, int base, int size);
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// one emit function for relative constants arrays in each profile.
typedef void (*emit_const_array)(Context *ctx,
const struct ConstantsList *constslist,
int base, int size);
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// one emit function for uniforms in each profile.
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typedef void (*emit_uniform)(Context *ctx, RegisterType regtype, int regnum,
int arraybase, int arraysize);
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// one emit function for samplers in each profile.
typedef void (*emit_sampler)(Context *ctx, int stage, TextureType ttype);
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// one emit function for attributes in each profile.
typedef void (*emit_attribute)(Context *ctx, RegisterType regtype, int regnum,
MOJOSHADER_usage usage, int index, int wmask);
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// one args function for each possible sequence of opcode arguments.
typedef int (*args_function)(Context *ctx);
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// one state function for each opcode where we have state machine updates.
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typedef void (*state_function)(Context *ctx);
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// one function for varnames in each profile.
typedef const char *(*varname_function)(Context *c, RegisterType t, int num);
// one function for const var array in each profile.
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typedef const char *(*const_array_varname_function)(Context *c, int base, int size);
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typedef struct
{
const char *name;
emit_start start_emitter;
emit_end end_emitter;
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emit_phase phase_emitter;
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emit_global global_emitter;
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emit_array array_emitter;
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emit_const_array const_array_emitter;
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emit_uniform uniform_emitter;
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emit_sampler sampler_emitter;
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emit_attribute attribute_emitter;
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emit_finalize finalize_emitter;
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varname_function get_varname;
const_array_varname_function get_const_array_varname;
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} Profile;
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typedef enum
{
RASTOUT_TYPE_POSITION = 0,
RASTOUT_TYPE_FOG = 1,
RASTOUT_TYPE_POINT_SIZE = 2,
RASTOUT_TYPE_MAX = 2
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} RastOutType;
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typedef enum
{
MISCTYPE_TYPE_POSITION = 0,
MISCTYPE_TYPE_FACE = 1,
MISCTYPE_TYPE_MAX = 1
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} MiscTypeType;
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// A simple linked list of strings, so we can build the final output without
// realloc()ing for each new line, and easily insert lines into the middle
// of the output without much trouble.
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typedef struct OutputListNode
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{
char *str;
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struct OutputListNode *next;
} OutputListNode;
typedef struct OutputList
{
OutputListNode head;
OutputListNode *tail;
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} OutputList;
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typedef struct ConstantsList
{
MOJOSHADER_constant constant;
struct ConstantsList *next;
} ConstantsList;
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typedef struct VariableList
{
MOJOSHADER_uniformType type;
int index;
int count;
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ConstantsList *constant;
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int used;
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struct VariableList *next;
} VariableList;
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typedef struct RegisterList
{
RegisterType regtype;
int regnum;
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MOJOSHADER_usage usage;
int index;
int writemask;
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int misc;
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const VariableList *array;
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struct RegisterList *next;
} RegisterList;
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// result modifiers.
#define MOD_SATURATE 0x01
#define MOD_PP 0x02
#define MOD_CENTROID 0x04
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// 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
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} SourceMod;
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typedef struct
{
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const uint32 *token; // this is the unmolested token in the stream.
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int regnum;
int relative;
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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
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int orig_writemask; // writemask before mojoshader tweaks it.
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int result_mod;
int result_shift;
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RegisterType regtype;
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} DestArgInfo;
typedef struct
{
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const uint32 *token; // this is the unmolested token in the stream.
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int regnum;
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int swizzle; // xyzw (all four, not split out).
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int swizzle_x;
int swizzle_y;
int swizzle_z;
int swizzle_w;
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SourceMod src_mod;
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RegisterType regtype;
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int relative;
RegisterType relative_regtype;
int relative_regnum;
int relative_component;
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const VariableList *relative_array;
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} SourceArgInfo;
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#define SCRATCH_BUFFER_SIZE 128
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#define SCRATCH_BUFFERS 32
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// !!! FIXME: the scratch buffers make Context pretty big.
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// !!! FIXME: might be worth having one set of static scratch buffers that
// !!! FIXME: are mutex protected?
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// Context...this is state that changes as we parse through a shader...
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struct Context
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{
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MOJOSHADER_malloc malloc;
MOJOSHADER_free free;
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void *malloc_data;
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const uint32 *tokens;
uint32 tokencount;
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OutputList *output;
OutputList globals;
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OutputList helpers;
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OutputList subroutines;
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OutputList mainline_intro;
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OutputList mainline;
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OutputList ignore;
OutputList *output_stack[2];
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uint8 *output_bytes; // can be used instead of the OutputLists.
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int indent_stack[2];
int output_stack_len;
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int output_len; // total strlen; prevents walking the lists just to malloc.
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int indent;
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const char *shader_type_str;
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const char *endline;
int endline_len;
const char *failstr;
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char scratch[SCRATCH_BUFFERS][SCRATCH_BUFFER_SIZE];
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int scratchidx; // current scratch buffer.
int profileid;
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const Profile *profile;
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MOJOSHADER_shaderType shader_type;
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uint8 major_ver;
uint8 minor_ver;
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DestArgInfo dest_arg;
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SourceArgInfo source_args[5];
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SourceArgInfo predicate_arg; // for predicated instructions.
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uint32 dwords[4];
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uint32 version_token;
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int instruction_count;
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uint32 instruction_controls;
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uint32 previous_opcode;
int loops;
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int reps;
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int max_reps;
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int cmps;
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int scratch_registers;
int max_scratch_registers;
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int branch_labels_stack_index;
int branch_labels_stack[32];
int assigned_branch_labels;
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int assigned_vertex_attributes;
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int last_address_reg_component;
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RegisterList used_registers;
RegisterList defined_registers;
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int constant_count;
ConstantsList *constants;
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int uniform_count;
RegisterList uniforms;
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int attribute_count;
RegisterList attributes;
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int sampler_count;
RegisterList samplers;
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VariableList *variables; // variables to register mapping.
int have_ctab:1;
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int determined_constants_arrays:1;
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int predicated:1;
int support_nv2:1;
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int support_glsl120:1;
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int glsl_generated_lit_opcode:1;
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};
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// Convenience functions for allocators...
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static MOJOSHADER_parseData out_of_mem_data = {
"Out of memory", 0, 0, 0, 0, MOJOSHADER_TYPE_UNKNOWN, 0, 0, 0, 0
};
static const char *out_of_mem_str = "Out of memory";
static inline int out_of_memory(Context *ctx)
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{
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if (ctx->failstr == NULL)
ctx->failstr = out_of_mem_str; // fail() would call malloc().
return FAIL;
} // out_of_memory
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static inline void *Malloc(Context *ctx, const size_t len)
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{
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void *retval = ctx->malloc((int) len, ctx->malloc_data);
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if (retval == NULL)
out_of_memory(ctx);
return retval;
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} // Malloc
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static inline void Free(Context *ctx, void *ptr)
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{
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if (ptr != NULL) // check for NULL in case of dumb free() impl.
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ctx->free(ptr, ctx->malloc_data);
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} // Free
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// jump between output sections in the context...
static inline void push_output(Context *ctx, OutputList *section)
{
assert(ctx->output_stack_len < STATICARRAYLEN(ctx->output_stack));
ctx->output_stack[ctx->output_stack_len] = ctx->output;
ctx->indent_stack[ctx->output_stack_len] = ctx->indent;
ctx->output_stack_len++;
ctx->output = section;
ctx->indent = 0;
} // push_output
static inline void pop_output(Context *ctx)
{
assert(ctx->output_stack_len > 0);
ctx->output_stack_len--;
ctx->output = ctx->output_stack[ctx->output_stack_len];
ctx->indent = ctx->indent_stack[ctx->output_stack_len];
} // pop_output
// Shader model version magic...
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static inline uint32 ver_ui32(const uint8 major, const uint8 minor)
{
return ( (((uint32) major) << 16) | (((minor) == 0xFF) ? 0 : (minor)) );
} // version_ui32
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static inline int shader_version_supported(const uint8 maj, const uint8 min)
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{
return (ver_ui32(maj,min) <= ver_ui32(MAX_SHADER_MAJOR, MAX_SHADER_MINOR));
} // shader_version_supported
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static inline int shader_version_atleast(const Context *ctx, const uint8 maj,
const uint8 min)
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{
return (ver_ui32(ctx->major_ver, ctx->minor_ver) >= ver_ui32(maj, min));
} // shader_version_atleast
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static inline int shader_version_exactly(const Context *ctx, const uint8 maj,
const uint8 min)
{
return ((ctx->major_ver == maj) && (ctx->minor_ver == min));
} // shader_version_exactly
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static inline int shader_is_pixel(const Context *ctx)
{
return (ctx->shader_type == MOJOSHADER_TYPE_PIXEL);
} // shader_is_pixel
static inline int shader_is_vertex(const Context *ctx)
{
return (ctx->shader_type == MOJOSHADER_TYPE_VERTEX);
} // shader_is_vertex
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static inline int isfail(const Context *ctx)
{
return (ctx->failstr != NULL);
} // isfail
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static inline char *get_scratch_buffer(Context *ctx)
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{
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if ((ctx->scratchidx >= SCRATCH_BUFFERS) && !isfail(ctx))
{
// can't call fail() here, since it calls back into here.
const char *errstr = "BUG: overflowed scratch buffers";
char *failstr = (char *) Malloc(ctx, strlen(errstr) + 1);
if (failstr != NULL)
{
strcpy(failstr, errstr);
ctx->failstr = failstr;
} // if
} // if
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ctx->scratchidx = (ctx->scratchidx + 1) % SCRATCH_BUFFERS;
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return ctx->scratch[ctx->scratchidx];
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} // get_scratch_buffer
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static int failf(Context *ctx, const char *fmt, ...) ISPRINTF(2,3);
static int failf(Context *ctx, const char *fmt, ...)
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{
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if (ctx->failstr == NULL) // don't change existing error.
{
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char *scratch = get_scratch_buffer(ctx);
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va_list ap;
va_start(ap, fmt);
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const int len = vsnprintf(scratch, SCRATCH_BUFFER_SIZE, fmt, ap);
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va_end(ap);
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char *failstr = (char *) Malloc(ctx, len + 1);
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if (failstr != NULL)
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{
// see comments about scratch buffer overflow in output_line().
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if (len < SCRATCH_BUFFER_SIZE)
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strcpy(failstr, scratch); // copy it over.
else
{
va_start(ap, fmt);
vsnprintf(failstr, len + 1, fmt, ap); // rebuild it.
va_end(ap);
} // else
ctx->failstr = failstr;
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} // if
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} // if
return FAIL;
} // failf
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static inline int fail(Context *ctx, const char *reason)
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{
return failf(ctx, "%s", reason);
} // fail
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static int output_line(Context *ctx, const char *fmt, ...) ISPRINTF(2,3);
static int output_line(Context *ctx, const char *fmt, ...)
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{
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OutputListNode *item = NULL;
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if (isfail(ctx))
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return FAIL; // we failed previously, don't go on...
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char *scratch = get_scratch_buffer(ctx);
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const int indent = ctx->indent;
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if (indent > 0)
memset(scratch, '\t', indent);
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va_list ap;
va_start(ap, fmt);
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const int len = vsnprintf(scratch+indent, SCRATCH_BUFFER_SIZE-indent, fmt, ap) + indent;
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va_end(ap);
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item = (OutputListNode *) Malloc(ctx, sizeof (OutputListNode));
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if (item == NULL)
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return FAIL;
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item->str = (char *) Malloc(ctx, len + 1);
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if (item->str == NULL)
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{
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Free(ctx, item);
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return FAIL;
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} // if
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// If we overflowed our scratch buffer, that's okay. We were going to
// allocate anyhow...the scratch buffer just lets us avoid a second
// run of vsnprintf().
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if (len < SCRATCH_BUFFER_SIZE)
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strcpy(item->str, scratch); // copy it over.
else
{
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if (indent > 0)
memset(item->str, '\t', indent);
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va_start(ap, fmt);
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vsnprintf(item->str+indent, len + 1, fmt, ap); // rebuild it.
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va_end(ap);
} // else
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item->next = NULL;
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ctx->output->tail->next = item;
ctx->output->tail = item;
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ctx->output_len += len + ctx->endline_len;
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return 0;
} // output_line
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// this is just to stop gcc whining.
static inline int output_blank_line(Context *ctx)
{
return output_line(ctx, "%s", "");
} // output_blank_line
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// !!! FIXME: this is sort of nasty.
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static void floatstr(Context *ctx, char *buf, size_t bufsize, float f,
int leavedecimal)
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{
const size_t len = snprintf(buf, bufsize, "%f", f);
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if ((len+2) >= bufsize)
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fail(ctx, "BUG: internal buffer is too small");
else
{
char *end = buf + len;
char *ptr = strchr(buf, '.');
if (ptr == NULL)
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{
if (leavedecimal)
strcat(buf, ".0");
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return; // done.
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} // if
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while (--end != ptr)
{
if (*end != '0')
{
end++;
break;
} // if
} // while
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if ((leavedecimal) && (end == ptr))
end += 2;
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*end = '\0'; // chop extra '0' or all decimal places off.
} // else
} // floatstr
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// Deal with register lists... !!! FIXME: I sort of hate this.
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static void free_reglist(MOJOSHADER_free f, void *d, RegisterList *item)
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{
while (item != NULL)
{
RegisterList *next = item->next;
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f(item, d);
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item = next;
} // while
} // free_reglist
static inline uint32 reg_to_ui32(const RegisterType regtype, const int regnum)
{
return ( ((uint32) regtype) | (((uint32) regnum) << 16) );
} // reg_to_uint32
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static RegisterList *reglist_insert(Context *ctx, RegisterList *prev,
const RegisterType regtype,
const int regnum)
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{
const uint32 newval = reg_to_ui32(regtype, regnum);
RegisterList *item = prev->next;
while (item != NULL)
{
const uint32 val = reg_to_ui32(item->regtype, item->regnum);
if (newval == val)
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return item; // already set, so we're done.
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else if (newval < val) // insert it here.
break;
else // if (newval > val)
{
// keep going, we're not to the insertion point yet.
prev = item;
item = item->next;
} // else
} // while
// we need to insert an entry after (prev).
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item = (RegisterList *) Malloc(ctx, sizeof (RegisterList));
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if (item != NULL)
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{
item->regtype = regtype;
item->regnum = regnum;
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item->usage = MOJOSHADER_USAGE_UNKNOWN;
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item->index = 0;
item->writemask = 0;
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item->misc = 0;
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item->array = NULL;
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item->next = prev->next;
prev->next = item;
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} // if
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return item;
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} // reglist_insert
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static RegisterList *reglist_find(RegisterList *prev, const RegisterType rtype,
const int regnum)
728
{
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const uint32 newval = reg_to_ui32(rtype, regnum);
RegisterList *item = prev->next;
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while (item != NULL)
{
const uint32 val = reg_to_ui32(item->regtype, item->regnum);
if (newval == val)
return item; // here it is.
else if (newval < val) // should have been here if it existed.
return NULL;
else // if (newval > val)
{
// keep going, we're not to the insertion point yet.
prev = item;
item = item->next;
} // else
} // while
return NULL; // wasn't in the list.
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} // reglist_find
static inline const RegisterList *reglist_exists(RegisterList *prev,
const RegisterType regtype,
const int regnum)
{
return (reglist_find(prev, regtype, regnum));
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758
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760
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} // reglist_exists
static inline void set_used_register(Context *ctx, const RegisterType regtype,
const int regnum)
{
reglist_insert(ctx, &ctx->used_registers, regtype, regnum);
} // set_used_register
static inline int get_used_register(Context *ctx, const RegisterType regtype,
const int regnum)
{
return (reglist_exists(&ctx->used_registers, regtype, regnum) != NULL);
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} // get_used_register
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static inline void set_defined_register(Context *ctx, const RegisterType rtype,
const int regnum)
{
reglist_insert(ctx, &ctx->defined_registers, rtype, regnum);
} // set_defined_register
static inline int get_defined_register(Context *ctx, const RegisterType rtype,
const int regnum)
{
return (reglist_exists(&ctx->defined_registers, rtype, regnum) != NULL);
} // get_defined_register
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782
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785
786
787
788
789
790
791
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793
794
static const RegisterList *declared_attribute(Context *ctx,
const MOJOSHADER_usage usage,
const int index)
{
const RegisterList *item = ctx->attributes.next;
while (item != NULL)
{
if ((item->usage == usage) && (item->index == index))
return item;
item = item->next;
} // while
return NULL;
} // declared_attribute
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798
799
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801
802
803
804
static void add_attribute_register(Context *ctx, const RegisterType rtype,
const int regnum, const MOJOSHADER_usage usage,
const int index, const int writemask)
{
RegisterList *item = reglist_insert(ctx, &ctx->attributes, rtype, regnum);
item->usage = usage;
item->index = index;
item->writemask = writemask;
} // add_attribute_register
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807
static inline void add_sampler(Context *ctx, const RegisterType rtype,
const int regnum, const TextureType ttype)
{
808
// !!! FIXME: make sure it doesn't exist?
809
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811
812
RegisterList *item = reglist_insert(ctx, &ctx->samplers, rtype, regnum);
item->index = (int) ttype;
} // add_sampler
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814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
static inline int writemask_xyzw(const int writemask)
{
return (writemask == 0xF); // 0xF == 1111. No explicit mask (full!).
} // writemask_xyzw
static inline int writemask_xyz(const int writemask)
{
return (writemask == 0x7); // 0x7 == 0111. (that is: xyz)
} // writemask_xyz
static inline int writemask_xy(const int writemask)
{
return (writemask == 0x3); // 0x3 == 0011. (that is: xy)
} // writemask_xy
static inline int writemask_x(const int writemask)
{
return (writemask == 0x1); // 0x1 == 0001. (that is: x)
} // writemask_x
static inline int writemask_y(const int writemask)
{
return (writemask == 0x2); // 0x1 == 0010. (that is: y)
} // writemask_y
844
845
846
847
848
849
850
851
static inline int replicate_swizzle(const int swizzle)
{
return ( (((swizzle >> 0) & 0x3) == ((swizzle >> 2) & 0x3)) &&
(((swizzle >> 2) & 0x3) == ((swizzle >> 4) & 0x3)) &&
(((swizzle >> 4) & 0x3) == ((swizzle >> 6) & 0x3)) );
} // replicate_swizzle
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
static inline int scalar_register(const RegisterType regtype, const int regnum)
{
switch (regtype)
{
case REG_TYPE_DEPTHOUT:
case REG_TYPE_CONSTBOOL:
case REG_TYPE_PREDICATE:
case REG_TYPE_LOOP:
return 1;
case REG_TYPE_MISCTYPE:
if ( ((const MiscTypeType) regnum) == MISCTYPE_TYPE_FACE )
return 1;
return 0;
default: break;
} // switch
return 0;
} // scalar_register
874
875
static inline int no_swizzle(const int swizzle)
{
876
return (swizzle == 0xE4); // 0xE4 == 11100100 ... 0 1 2 3. No swizzle.
877
878
879
} // no_swizzle
880
881
882
883
884
static inline int vecsize_from_writemask(const int m)
{
return (m & 1) + ((m >> 1) & 1) + ((m >> 2) & 1) + ((m >> 3) & 1);
} // vecsize_from_writemask
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886
887
888
889
890
891
892
static int allocate_scratch_register(Context *ctx)
{
const int retval = ctx->scratch_registers++;
if (retval >= ctx->max_scratch_registers)
ctx->max_scratch_registers = retval + 1;
return retval;
} // allocate_scratch_register
893
static int allocate_branch_label(Context *ctx)
894
{
895
896
return ctx->assigned_branch_labels++;
} // allocate_branch_label
897
898
899
900
// D3D stuff that's used in more than just the d3d profile...
901
902
903
static const char swizzle_channels[] = { 'x', 'y', 'z', 'w' };
904
905
906
907
908
static const char *usagestrs[] = {
"_position", "_blendweight", "_blendindices", "_normal", "_psize",
"_texcoord", "_tangent", "_binormal", "_tessfactor", "_positiont",
"_color", "_fog", "_depth", "_sample"
};
909
910
static const char *get_D3D_register_string(Context *ctx,
911
RegisterType regtype,
912
913
int regnum, char *regnum_str,
size_t regnum_size)
914
{
915
const char *retval = NULL;
916
int has_number = 1;
917
918
switch (regtype)
919
{
920
case REG_TYPE_TEMP:
921
retval = "r";
922
923
break;
924
case REG_TYPE_INPUT:
925
retval = "v";
926
927
break;
928
case REG_TYPE_CONST:
929
930
931
retval = "c";
break;
932
case REG_TYPE_ADDRESS: // (or REG_TYPE_TEXTURE, same value.)
933
retval = shader_is_vertex(ctx) ? "a" : "t";
934
935
break;
936
case REG_TYPE_RASTOUT:
937
switch ((RastOutType) regnum)
938
{
939
940
941
case RASTOUT_TYPE_POSITION: retval = "oPos"; break;
case RASTOUT_TYPE_FOG: retval = "oFog"; break;
case RASTOUT_TYPE_POINT_SIZE: retval = "oPts"; break;
942
} // switch
943
has_number = 0;
944
945
break;
946
case REG_TYPE_ATTROUT:
947
retval = "oD";
948
949
break;
950
case REG_TYPE_OUTPUT: // (or REG_TYPE_TEXCRDOUT, same value.)
951
if (shader_is_vertex(ctx) && shader_version_atleast(ctx, 3, 0))
952
retval = "o";
953
else
954
retval = "oT";
955
956
break;
957
case REG_TYPE_CONSTINT:
958
retval = "i";
959
960
break;
961
case REG_TYPE_COLOROUT:
962
retval = "oC";
963
964
break;
965
case REG_TYPE_DEPTHOUT:
966
retval = "oDepth";
967
has_number = 0;
968
969
break;
970
case REG_TYPE_SAMPLER:
971
retval = "s";
972
973
break;
974
case REG_TYPE_CONSTBOOL:
975
retval = "b";
976
977
break;
978
case REG_TYPE_LOOP:
979
retval = "aL";
980
has_number = 0;
981
982
break;
983
case REG_TYPE_MISCTYPE:
984
switch ((const MiscTypeType) regnum)
985
{
986
987
case MISCTYPE_TYPE_POSITION: retval = "vPos"; break;
case MISCTYPE_TYPE_FACE: retval = "vFace"; break;
988
} // switch
989
has_number = 0;
990
991
break;
992
case REG_TYPE_LABEL:
993
retval = "l";
994
995
break;
996
case REG_TYPE_PREDICATE:
997
retval = "p";
998
break;
999
1000
//case REG_TYPE_TEMPFLOAT16: // !!! FIXME: don't know this asm string