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mojoshader.c
4912 lines (4127 loc) · 154 KB
/
mojoshader.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.
*/
// !!! FIXME: I keep changing coding styles for symbols and typedefs.
// !!! FIXME: do DEF* opcodes have to come before instructions?
// !!! FIXME: my reading of the msdn spec suggests no, but it sounds like
// !!! FIXME: something they'd require. DCL_* _does_ have to be first.
// Shader bytecode format is described at MSDN:
// http://msdn2.microsoft.com/en-us/library/ms800307.aspx
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <stdint.h>
#include <stdarg.h>
#include <assert.h>
#include "mojoshader.h"
// This is the highest shader version we currently support.
#define MAX_SHADER_MAJOR 3
#define MAX_SHADER_MINOR 0
// 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
#define SUPPORT_PROFILE_PASSTHROUGH 1
#endif
#ifndef SUPPORT_PROFILE_GLSL
#define SUPPORT_PROFILE_GLSL 1
#endif
// Get basic wankery out of the way here...
typedef unsigned int uint; // this is a printf() helper. don't use for code.
typedef uint8_t uint8;
typedef uint32_t uint32;
typedef int32_t int32;
#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])) )
#ifdef _WINDOWS // !!! FIXME: bleh
const char *endline_str = "\r\n";
#else
const char *endline_str = "\n";
#endif
// we need to reference this by explicit value occasionally.
#define OPCODE_RET 28
// Special-case return values from the parsing pipeline...
#define FAIL (-1)
#define NOFAIL (-2)
#define END_OF_STREAM (-3)
// 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
#elif defined(__POWERPC__)
static inline uint32 SWAP32(uint32 x)
{
return ( (((x) >> 24) & 0x000000FF) | (((x) >> 8) & 0x0000FF00) |
(((x) << 8) & 0x00FF0000) | (((x) << 24) & 0xFF000000) );
} // SWAP32
#else
# define SWAP32(x) (x)
#endif
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;
// predeclare.
typedef struct Context Context;
// one emit function for each opcode in each profile.
typedef void (*emit_function)(Context *ctx);
// one emit function for starting output in each profile.
typedef void (*emit_start)(Context *ctx);
// one emit function for ending output in each profile.
typedef void (*emit_end)(Context *ctx);
// 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);
// one emit function for uniforms in each profile.
typedef void (*emit_uniform)(Context *ctx, RegisterType regtype, int regnum);
// one emit function for samplers in each profile.
typedef void (*emit_sampler)(Context *ctx, int stage, TextureType ttype);
// 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);
// one args function for each possible sequence of opcode arguments.
typedef int (*args_function)(Context *ctx);
// one state function for each opcode where we have state machine updates.
typedef void (*state_function)(Context *ctx);
typedef struct
{
const char *name;
emit_start start_emitter;
emit_end end_emitter;
emit_global global_emitter;
emit_uniform uniform_emitter;
emit_sampler sampler_emitter;
emit_attribute attribute_emitter;
emit_finalize finalize_emitter;
} Profile;
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;
// 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.
typedef struct OutputListNode
{
char *str;
struct OutputListNode *next;
} OutputListNode;
typedef struct OutputList
{
OutputListNode head;
OutputListNode *tail;
} OutputList;
typedef struct RegisterList
{
RegisterType regtype;
int regnum;
MOJOSHADER_usage usage;
int index;
int writemask;
struct RegisterList *next;
} RegisterList;
// result modifiers.
#define MOD_SATURATE 0x01
#define MOD_PP 0x02
#define MOD_CENTROID 0x04
// 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 result_mod;
int result_shift;
RegisterType regtype;
} DestArgInfo;
typedef struct
{
const uint32 *token; // this is the unmolested token in the stream.
int regnum;
int swizzle; // xyzw (all four, not split out).
int swizzle_x;
int swizzle_y;
int swizzle_z;
int swizzle_w;
SourceMod src_mod;
RegisterType regtype;
int relative;
RegisterType relative_regtype;
int relative_regnum;
int relative_component;
} SourceArgInfo;
typedef enum
{
// Specific to GLSL profile...
CTX_FLAGS_GLSL_LIT_OPCODE = (1 << 0),
CTX_FLAGS_MASK = 0xFFFFFFFF
} ContextFlags;
#define SCRATCH_BUFFER_SIZE 128
#define SCRATCH_BUFFERS 16
// !!! FIXME: the scratch buffers make Context pretty big.
// !!! FIXME: might be worth having one set of static scratch buffers that
// !!! FIXME: are mutex protected?
// Context...this is state that changes as we parse through a shader...
struct Context
{
MOJOSHADER_malloc malloc;
MOJOSHADER_free free;
void *malloc_data;
const uint32 *tokens;
uint32 tokencount;
OutputList *output;
OutputList globals;
OutputList helpers;
OutputList subroutines;
OutputList mainline_intro;
OutputList mainline;
OutputList ignore;
OutputList *output_stack[2];
uint8 *output_bytes; // can be used instead of the OutputLists.
int indent_stack[2];
int output_stack_len;
int output_len; // total strlen; prevents walking the lists just to malloc.
int indent;
const char *endline;
int endline_len;
const char *failstr;
char scratch[SCRATCH_BUFFERS][SCRATCH_BUFFER_SIZE];
int scratchidx; // current scratch buffer.
int profileid;
const Profile *profile;
MOJOSHADER_shaderType shader_type;
uint8 major_ver;
uint8 minor_ver;
DestArgInfo dest_arg;
SourceArgInfo source_args[5];
SourceArgInfo predicate_arg; // for predicated instructions.
uint32 dwords[4];
int instruction_count;
uint32 instruction_controls;
uint32 previous_opcode;
ContextFlags flags;
int predicated;
int loops;
int reps;
int cmps;
RegisterList used_registers;
RegisterList defined_registers;
int uniform_count;
RegisterList uniforms;
int attribute_count;
RegisterList attributes;
int sampler_count;
RegisterList samplers;
};
// Convenience functions for allocators...
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)
{
if (ctx->failstr == NULL)
ctx->failstr = out_of_mem_str; // fail() would call malloc().
return FAIL;
} // out_of_memory
static inline void *Malloc(Context *ctx, const int len)
{
void *retval = ctx->malloc(len, ctx->malloc_data);
if (retval == NULL)
out_of_memory(ctx);
return retval;
} // Malloc
static inline void Free(Context *ctx, void *ptr)
{
if (ptr != NULL) // check for NULL in case of dumb free() impl.
ctx->free(ptr, ctx->malloc_data);
} // Free
// 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...
static inline uint32 ver_ui32(const uint8 major, const uint8 minor)
{
return ( (((uint32) major) << 16) | (((minor) == 0xFF) ? 0 : (minor)) );
} // version_ui32
static inline int shader_version_supported(const uint8 maj, const uint8 min)
{
return (ver_ui32(maj,min) <= ver_ui32(MAX_SHADER_MAJOR, MAX_SHADER_MINOR));
} // shader_version_supported
static inline int shader_version_atleast(const Context *ctx, const uint8 maj,
const uint8 min)
{
return (ver_ui32(ctx->major_ver, ctx->minor_ver) >= ver_ui32(maj, min));
} // shader_version_atleast
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
// Bit arrays (for storing large arrays of booleans...
static inline char *get_scratch_buffer(Context *ctx)
{
ctx->scratchidx = (ctx->scratchidx + 1) % SCRATCH_BUFFERS;
return ctx->scratch[ctx->scratchidx];
} // get_scratch_buffer
static inline int isfail(const Context *ctx)
{
return (ctx->failstr != NULL);
} // isfail
static int failf(Context *ctx, const char *fmt, ...) ISPRINTF(2,3);
static int failf(Context *ctx, const char *fmt, ...)
{
if (ctx->failstr == NULL) // don't change existing error.
{
char *scratch = get_scratch_buffer(ctx);
va_list ap;
va_start(ap, fmt);
const int len = vsnprintf(scratch, SCRATCH_BUFFER_SIZE, fmt, ap);
va_end(ap);
char *failstr = (char *) Malloc(ctx, len + 1);
if (failstr != NULL)
{
// see comments about scratch buffer overflow in output_line().
if (len < SCRATCH_BUFFER_SIZE)
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;
} // if
} // if
return FAIL;
} // failf
static inline int fail(Context *ctx, const char *reason)
{
return failf(ctx, "%s", reason);
} // fail
static int output_line(Context *ctx, const char *fmt, ...) ISPRINTF(2,3);
static int output_line(Context *ctx, const char *fmt, ...)
{
OutputListNode *item = NULL;
if (isfail(ctx))
return FAIL; // we failed previously, don't go on...
char *scratch = get_scratch_buffer(ctx);
const int indent = ctx->indent;
if (indent > 0)
memset(scratch, '\t', indent);
va_list ap;
va_start(ap, fmt);
const int len = vsnprintf(scratch+indent, SCRATCH_BUFFER_SIZE-indent, fmt, ap) + indent;
va_end(ap);
item = (OutputListNode *) Malloc(ctx, sizeof (OutputListNode));
if (item == NULL)
return FAIL;
item->str = (char *) Malloc(ctx, len + 1);
if (item->str == NULL)
{
Free(ctx, item);
return FAIL;
} // if
// 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().
if (len < SCRATCH_BUFFER_SIZE)
strcpy(item->str, scratch); // copy it over.
else
{
if (indent > 0)
memset(item->str, '\t', indent);
va_start(ap, fmt);
vsnprintf(item->str+indent, len + 1, fmt, ap); // rebuild it.
va_end(ap);
} // else
item->next = NULL;
ctx->output->tail->next = item;
ctx->output->tail = item;
ctx->output_len += len + ctx->endline_len;
return 0;
} // output_line
// this is just to stop gcc whining.
static inline int output_blank_line(Context *ctx)
{
return output_line(ctx, "%s", "");
} // output_blank_line
// !!! FIXME: this is sort of nasty.
static void floatstr(Context *ctx, char *buf, size_t bufsize, float f,
int leavedecimal)
{
const size_t len = snprintf(buf, bufsize, "%f", f);
if ((len+2) >= bufsize)
fail(ctx, "BUG: internal buffer is too small");
else
{
char *end = buf + len;
char *ptr = strchr(buf, '.');
if (ptr == NULL)
{
if (leavedecimal)
strcat(buf, ".0");
return; // done.
} // if
while (--end != ptr)
{
if (*end != '0')
{
end++;
break;
} // if
} // while
if ((leavedecimal) && (end == ptr))
end += 2;
*end = '\0'; // chop extra '0' or all decimal places off.
} // else
} // floatstr
// Deal with register lists... !!! FIXME: I sort of hate this.
static void free_reglist(MOJOSHADER_free f, void *d, RegisterList *item)
{
while (item != NULL)
{
RegisterList *next = item->next;
f(item, d);
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
static RegisterList *reglist_insert(Context *ctx, RegisterList *prev,
const RegisterType regtype,
const int regnum)
{
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)
return item; // already set, so we're done.
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).
item = (RegisterList *) Malloc(ctx, sizeof (RegisterList));
if (item != NULL)
{
item->regtype = regtype;
item->regnum = regnum;
item->usage = 0;
item->index = 0;
item->writemask = 0;
item->next = prev->next;
prev->next = item;
} // if
return item;
} // reglist_insert
static RegisterList *reglist_find(RegisterList *prev, const RegisterType rtype,
const int regnum)
{
const uint32 newval = reg_to_ui32(rtype, regnum);
RegisterList *item = prev->next;
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.
} // reglist_find
static inline const RegisterList *reglist_exists(RegisterList *prev,
const RegisterType regtype,
const int regnum)
{
return (reglist_find(prev, regtype, regnum));
} // 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);
} // get_used_register
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
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
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
static inline void add_sampler(Context *ctx, const RegisterType rtype,
const int regnum, const TextureType ttype)
{
RegisterList *item = reglist_insert(ctx, &ctx->samplers, rtype, regnum);
item->index = (int) ttype;
} // add_sampler
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
static inline int vecsize_from_writemask(const int m)
{
return (m & 1) + ((m >> 1) & 1) + ((m >> 2) & 1) + ((m >> 3) & 1);
} // vecsize_from_writemask
// D3D stuff that's used in more than just the d3d profile...
static const char swizzle_channels[] = { 'x', 'y', 'z', 'w' };
static const char *usagestrs[] = {
"_position", "_blendweight", "_blendindices", "_normal", "_psize",
"_texcoord", "_tangent", "_binormal", "_tessfactor", "_positiont",
"_color", "_fog", "_depth", "_sample"
};
static const char *get_D3D_register_string(Context *ctx,
RegisterType regtype,
int regnum, char *regnum_str,
size_t regnum_size)
{
const char *retval = NULL;
int has_number = 1;
switch (regtype)
{
case REG_TYPE_TEMP:
retval = "r";
break;
case REG_TYPE_INPUT:
retval = "v";
break;
case REG_TYPE_CONST:
retval = "c";
break;
case REG_TYPE_ADDRESS: // (or REG_TYPE_TEXTURE, same value.)
retval = shader_is_vertex(ctx) ? "a" : "t";
break;
case REG_TYPE_RASTOUT:
switch ((RastOutType) regnum)
{
case RASTOUT_TYPE_POSITION: retval = "oPos"; break;
case RASTOUT_TYPE_FOG: retval = "oFog"; break;
case RASTOUT_TYPE_POINT_SIZE: retval = "oPts"; break;
} // switch
has_number = 0;
break;
case REG_TYPE_ATTROUT:
retval = "oD";
break;
case REG_TYPE_OUTPUT: // (or REG_TYPE_TEXCRDOUT, same value.)
if (shader_is_vertex(ctx) && shader_version_atleast(ctx, 3, 0))
retval = "o";
else
retval = "oT";
break;
case REG_TYPE_CONSTINT:
retval = "i";
break;
case REG_TYPE_COLOROUT:
retval = "oC";
break;
case REG_TYPE_DEPTHOUT:
retval = "oDepth";
has_number = 0;
break;
case REG_TYPE_SAMPLER:
retval = "s";
break;
case REG_TYPE_CONSTBOOL:
retval = "b";
break;
case REG_TYPE_LOOP:
retval = "aL";
has_number = 0;
break;
case REG_TYPE_MISCTYPE:
switch ((MiscTypeType) regnum)
{
case MISCTYPE_TYPE_POSITION: retval = "vPos"; break;
case MISCTYPE_TYPE_FACE: retval = "vFace"; break;
} // switch
has_number = 0;
break;
case REG_TYPE_LABEL:
retval = "l";
break;
case REG_TYPE_PREDICATE:
retval = "p";
break;
//case REG_TYPE_TEMPFLOAT16: // !!! FIXME: don't know this asm string
default:
fail(ctx, "unknown register type");
retval = "???";
has_number = 0;
break;
} // switch
if (has_number)
snprintf(regnum_str, regnum_size, "%u", (uint) regnum);
else
regnum_str[0] = '\0';
return retval;
} // get_D3D_register_string
static inline const char *get_shader_type_string(Context *ctx)
{
if (shader_is_pixel(ctx))
return "ps";
else if (shader_is_vertex(ctx))
return "vs";
fail(ctx, "Unknown shader type.");
return "";
} // get_shader_type_string
#define AT_LEAST_ONE_PROFILE 0
#if !SUPPORT_PROFILE_D3D
#define PROFILE_EMITTER_D3D(op)
#else
#undef AT_LEAST_ONE_PROFILE
#define AT_LEAST_ONE_PROFILE 1
#define PROFILE_EMITTER_D3D(op) emit_D3D_##op,
static const char *make_D3D_srcarg_string_in_buf(Context *ctx,
const SourceArgInfo *arg,
char *buf, size_t buflen)
{
const char *premod_str = "";
const char *postmod_str = "";
switch (arg->src_mod)
{
case SRCMOD_NEGATE:
premod_str = "-";
break;
case SRCMOD_BIASNEGATE:
premod_str = "-";
// fall through.
case SRCMOD_BIAS:
postmod_str = "_bias";
break;
case SRCMOD_SIGNNEGATE:
premod_str = "-";
// fall through.
case SRCMOD_SIGN:
postmod_str = "_bx2";
break;
case SRCMOD_COMPLEMENT:
premod_str = "1-";
break;
case SRCMOD_X2NEGATE:
premod_str = "-";
// fall through.
case SRCMOD_X2:
postmod_str = "_x2";
break;
case SRCMOD_DZ:
postmod_str = "_dz";
break;
case SRCMOD_DW:
postmod_str = "_dw";
break;
case SRCMOD_ABSNEGATE:
premod_str = "-";
// fall through.
case SRCMOD_ABS:
postmod_str = "_abs";
break;
case SRCMOD_NOT:
premod_str = "!";
break;
case SRCMOD_NONE:
case SRCMOD_TOTAL:
break; // stop compiler whining.
} // switch
char regnum_str[16];
const char *regtype_str = get_D3D_register_string(ctx, arg->regtype,
arg->regnum, regnum_str,
sizeof (regnum_str));
if (regtype_str == NULL)
{
fail(ctx, "Unknown source register type.");
return "";
} // if
const char *rel_lbracket = "";
const char *rel_rbracket = "";
char rel_swizzle[4] = { '\0' };
char rel_regnum_str[16] = { '\0' };
const char *rel_regtype_str = "";
if (arg->relative)
{
rel_swizzle[0] = '.';
rel_swizzle[1] = swizzle_channels[arg->relative_component];
rel_swizzle[2] = '\0';
rel_lbracket = "[";
rel_rbracket = "]";
rel_regtype_str = get_D3D_register_string(ctx, arg->relative_regtype,
arg->relative_regnum,
rel_regnum_str,
sizeof (rel_regnum_str));
if (regtype_str == NULL)
{
fail(ctx, "Unknown relative source register type.");
return "";
} // if
} // if
char swizzle_str[6];
int i = 0;
if (arg->swizzle != 0xE4) // 0xE4 == 11100100 ... 3 2 1 0. No swizzle.
{
swizzle_str[i++] = '.';
swizzle_str[i++] = swizzle_channels[arg->swizzle_x];
swizzle_str[i++] = swizzle_channels[arg->swizzle_y];
swizzle_str[i++] = swizzle_channels[arg->swizzle_z];
swizzle_str[i++] = swizzle_channels[arg->swizzle_w];
// .xyzz is the same as .xyz, .z is the same as .zzzz, etc.
while (swizzle_str[i-1] == swizzle_str[i-2])
i--;
} // if
swizzle_str[i] = '\0';
assert(i < sizeof (swizzle_str));
snprintf(buf, buflen, "%s%s%s%s%s%s%s%s%s%s",
premod_str, regtype_str, regnum_str, postmod_str,
rel_lbracket, rel_regtype_str, rel_regnum_str, rel_swizzle,
rel_rbracket, swizzle_str);
// !!! FIXME: make sure the scratch buffer was large enough.
return buf;
} // make_D3D_srcarg_string_in_buf
static const char *make_D3D_destarg_string(Context *ctx)
{
const DestArgInfo *arg = &ctx->dest_arg;
const char *result_shift_str = "";
switch (arg->result_shift)
{