/** * 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: this file really needs to be split up. // !!! FIXME: I keep changing coding styles for symbols and typedefs. // !!! FIXME: rules from MSDN about temp registers we probably don't check. // - There are limited temporaries: vs_1_1 has 12 (ps_1_1 has _2_!). // - SM2 apparently was variable, between 12 and 32. Shader Model 3 has 32. // - A maximum of three temp registers can be used in a single instruction. #define __MOJOSHADER_INTERNAL__ 1 #include "profiles/mojoshader_profile.h" // 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 const RegisterList *reglist_exists(RegisterList *prev, const RegisterType regtype, const int regnum) { return (reglist_find(prev, regtype, regnum)); } // reglist_exists static inline int register_was_written(Context *ctx, const RegisterType rtype, const int regnum) { RegisterList *reg = reglist_find(&ctx->used_registers, rtype, regnum); return (reg && reg->written); } // register_was_written 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 void add_attribute_register(Context *ctx, const RegisterType rtype, const int regnum, const MOJOSHADER_usage usage, const int index, const int writemask, int flags) { RegisterList *item = reglist_insert(ctx, &ctx->attributes, rtype, regnum); item->usage = usage; item->index = index; item->writemask = writemask; item->misc = flags; if ((rtype == REG_TYPE_OUTPUT) && (usage == MOJOSHADER_USAGE_POINTSIZE)) ctx->uses_pointsize = 1; // note that we have to check this later. else if ((rtype == REG_TYPE_OUTPUT) && (usage == MOJOSHADER_USAGE_FOG)) ctx->uses_fog = 1; // note that we have to check this later. } // add_attribute_register static inline TextureType cvtMojoToD3DSamplerType(const MOJOSHADER_samplerType type) { return (TextureType) (((int) type) + 2); } // cvtMojoToD3DSamplerType static inline MOJOSHADER_samplerType cvtD3DToMojoSamplerType(const TextureType type) { return (MOJOSHADER_samplerType) (((int) type) - 2); } // cvtD3DToMojoSamplerType static inline void add_sampler(Context *ctx, const int regnum, TextureType ttype, const int texbem) { const RegisterType rtype = REG_TYPE_SAMPLER; // !!! FIXME: make sure it doesn't exist? // !!! FIXME: (ps_1_1 assume we can add it multiple times...) RegisterList *item = reglist_insert(ctx, &ctx->samplers, rtype, regnum); if (ctx->samplermap != NULL) { unsigned int i; for (i = 0; i < ctx->samplermap_count; i++) { if (ctx->samplermap[i].index == regnum) { ttype = cvtMojoToD3DSamplerType(ctx->samplermap[i].type); break; } // if } // for } // if item->index = (int) ttype; item->misc |= texbem; } // add_sampler static inline void adjust_token_position(Context *ctx, const int incr) { ctx->tokens += incr; ctx->tokencount -= incr; ctx->current_position += incr * sizeof (uint32); } // adjust_token_position // Generate emitter declarations for each profile with this macro... #define PREDECLARE_PROFILE(prof) \ void emit_##prof##_start(Context *ctx, const char *profilestr); \ void emit_##prof##_end(Context *ctx); \ void emit_##prof##_phase(Context *ctx); \ void emit_##prof##_finalize(Context *ctx); \ void emit_##prof##_global(Context *ctx, RegisterType regtype, int regnum);\ void emit_##prof##_array(Context *ctx, VariableList *var); \ void emit_##prof##_const_array(Context *ctx, const ConstantsList *clist, \ int base, int size); \ void emit_##prof##_uniform(Context *ctx, RegisterType regtype, int regnum,\ const VariableList *var); \ void emit_##prof##_sampler(Context *ctx, int stage, TextureType ttype, \ int tb); \ void emit_##prof##_attribute(Context *ctx, RegisterType regtype, \ int regnum, MOJOSHADER_usage usage, \ int index, int wmask, int flags); \ void emit_##prof##_NOP(Context *ctx); \ void emit_##prof##_MOV(Context *ctx); \ void emit_##prof##_ADD(Context *ctx); \ void emit_##prof##_SUB(Context *ctx); \ void emit_##prof##_MAD(Context *ctx); \ void emit_##prof##_MUL(Context *ctx); \ void emit_##prof##_RCP(Context *ctx); \ void emit_##prof##_RSQ(Context *ctx); \ void emit_##prof##_DP3(Context *ctx); \ void emit_##prof##_DP4(Context *ctx); \ void emit_##prof##_MIN(Context *ctx); \ void emit_##prof##_MAX(Context *ctx); \ void emit_##prof##_SLT(Context *ctx); \ void emit_##prof##_SGE(Context *ctx); \ void emit_##prof##_EXP(Context *ctx); \ void emit_##prof##_LOG(Context *ctx); \ void emit_##prof##_LIT(Context *ctx); \ void emit_##prof##_DST(Context *ctx); \ void emit_##prof##_LRP(Context *ctx); \ void emit_##prof##_FRC(Context *ctx); \ void emit_##prof##_M4X4(Context *ctx); \ void emit_##prof##_M4X3(Context *ctx); \ void emit_##prof##_M3X4(Context *ctx); \ void emit_##prof##_M3X3(Context *ctx); \ void emit_##prof##_M3X2(Context *ctx); \ void emit_##prof##_CALL(Context *ctx); \ void emit_##prof##_CALLNZ(Context *ctx); \ void emit_##prof##_LOOP(Context *ctx); \ void emit_##prof##_ENDLOOP(Context *ctx); \ void emit_##prof##_LABEL(Context *ctx); \ void emit_##prof##_DCL(Context *ctx); \ void emit_##prof##_POW(Context *ctx); \ void emit_##prof##_CRS(Context *ctx); \ void emit_##prof##_SGN(Context *ctx); \ void emit_##prof##_ABS(Context *ctx); \ void emit_##prof##_NRM(Context *ctx); \ void emit_##prof##_SINCOS(Context *ctx); \ void emit_##prof##_REP(Context *ctx); \ void emit_##prof##_ENDREP(Context *ctx); \ void emit_##prof##_IF(Context *ctx); \ void emit_##prof##_IFC(Context *ctx); \ void emit_##prof##_ELSE(Context *ctx); \ void emit_##prof##_ENDIF(Context *ctx); \ void emit_##prof##_BREAK(Context *ctx); \ void emit_##prof##_BREAKC(Context *ctx); \ void emit_##prof##_MOVA(Context *ctx); \ void emit_##prof##_DEFB(Context *ctx); \ void emit_##prof##_DEFI(Context *ctx); \ void emit_##prof##_TEXCRD(Context *ctx); \ void emit_##prof##_TEXKILL(Context *ctx); \ void emit_##prof##_TEXLD(Context *ctx); \ void emit_##prof##_TEXBEM(Context *ctx); \ void emit_##prof##_TEXBEML(Context *ctx); \ void emit_##prof##_TEXREG2AR(Context *ctx); \ void emit_##prof##_TEXREG2GB(Context *ctx); \ void emit_##prof##_TEXM3X2PAD(Context *ctx); \ void emit_##prof##_TEXM3X2TEX(Context *ctx); \ void emit_##prof##_TEXM3X3PAD(Context *ctx); \ void emit_##prof##_TEXM3X3TEX(Context *ctx); \ void emit_##prof##_TEXM3X3SPEC(Context *ctx); \ void emit_##prof##_TEXM3X3VSPEC(Context *ctx); \ void emit_##prof##_EXPP(Context *ctx); \ void emit_##prof##_LOGP(Context *ctx); \ void emit_##prof##_CND(Context *ctx); \ void emit_##prof##_DEF(Context *ctx); \ void emit_##prof##_TEXREG2RGB(Context *ctx); \ void emit_##prof##_TEXDP3TEX(Context *ctx); \ void emit_##prof##_TEXM3X2DEPTH(Context *ctx); \ void emit_##prof##_TEXDP3(Context *ctx); \ void emit_##prof##_TEXM3X3(Context *ctx); \ void emit_##prof##_TEXDEPTH(Context *ctx); \ void emit_##prof##_CMP(Context *ctx); \ void emit_##prof##_BEM(Context *ctx); \ void emit_##prof##_DP2ADD(Context *ctx); \ void emit_##prof##_DSX(Context *ctx); \ void emit_##prof##_DSY(Context *ctx); \ void emit_##prof##_TEXLDD(Context *ctx); \ void emit_##prof##_SETP(Context *ctx); \ void emit_##prof##_TEXLDL(Context *ctx); \ void emit_##prof##_BREAKP(Context *ctx); \ void emit_##prof##_RESERVED(Context *ctx); \ void emit_##prof##_RET(Context *ctx); \ const char *get_##prof##_varname(Context *ctx, RegisterType rt, \ int regnum); \ const char *get_##prof##_const_array_varname(Context *ctx, \ int base, int size); // Check for profile support... #define AT_LEAST_ONE_PROFILE 0 #if !SUPPORT_PROFILE_BYTECODE #define PROFILE_EMITTER_BYTECODE(op) #else #undef AT_LEAST_ONE_PROFILE #define AT_LEAST_ONE_PROFILE 1 #define PROFILE_EMITTER_BYTECODE(op) emit_BYTECODE_##op, PREDECLARE_PROFILE(BYTECODE) #endif #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, PREDECLARE_PROFILE(D3D) #endif #if !SUPPORT_PROFILE_HLSL #define PROFILE_EMITTER_HLSL(op) #else #undef AT_LEAST_ONE_PROFILE #define AT_LEAST_ONE_PROFILE 1 #define PROFILE_EMITTER_HLSL(op) emit_HLSL_##op, PREDECLARE_PROFILE(HLSL) #endif #if !SUPPORT_PROFILE_GLSL #define PROFILE_EMITTER_GLSL(op) #else #undef AT_LEAST_ONE_PROFILE #define AT_LEAST_ONE_PROFILE 1 #define PROFILE_EMITTER_GLSL(op) emit_GLSL_##op, PREDECLARE_PROFILE(GLSL) #endif #if !SUPPORT_PROFILE_METAL #define PROFILE_EMITTER_METAL(op) #else #undef AT_LEAST_ONE_PROFILE #define AT_LEAST_ONE_PROFILE 1 #define PROFILE_EMITTER_METAL(op) emit_METAL_##op, PREDECLARE_PROFILE(METAL) #endif #if !SUPPORT_PROFILE_ARB1 #define PROFILE_EMITTER_ARB1(op) #else #undef AT_LEAST_ONE_PROFILE #define AT_LEAST_ONE_PROFILE 1 #define PROFILE_EMITTER_ARB1(op) emit_ARB1_##op, PREDECLARE_PROFILE(ARB1) #endif #if !SUPPORT_PROFILE_SPIRV #define PROFILE_EMITTER_SPIRV(op) #else #undef AT_LEAST_ONE_PROFILE #define AT_LEAST_ONE_PROFILE 1 #define PROFILE_EMITTER_SPIRV(op) emit_SPIRV_##op, PREDECLARE_PROFILE(SPIRV) #endif #if !AT_LEAST_ONE_PROFILE #error No profiles are supported. Fix your build. #endif #define DEFINE_PROFILE(prof) { \ MOJOSHADER_PROFILE_##prof, \ emit_##prof##_start, \ emit_##prof##_end, \ emit_##prof##_phase, \ emit_##prof##_global, \ emit_##prof##_array, \ emit_##prof##_const_array, \ emit_##prof##_uniform, \ emit_##prof##_sampler, \ emit_##prof##_attribute, \ emit_##prof##_finalize, \ get_##prof##_varname, \ get_##prof##_const_array_varname, \ }, static const Profile profiles[] = { #if SUPPORT_PROFILE_D3D DEFINE_PROFILE(D3D) #endif #if SUPPORT_PROFILE_BYTECODE DEFINE_PROFILE(BYTECODE) #endif #if SUPPORT_PROFILE_HLSL DEFINE_PROFILE(HLSL) #endif #if SUPPORT_PROFILE_GLSL DEFINE_PROFILE(GLSL) #endif #if SUPPORT_PROFILE_ARB1 DEFINE_PROFILE(ARB1) #endif #if SUPPORT_PROFILE_METAL DEFINE_PROFILE(METAL) #endif #if SUPPORT_PROFILE_SPIRV DEFINE_PROFILE(SPIRV) #endif }; #undef DEFINE_PROFILE // This is for profiles that extend other profiles... static const struct { const char *from; const char *to; } profileMap[] = { { MOJOSHADER_PROFILE_GLSPIRV, MOJOSHADER_PROFILE_SPIRV }, { MOJOSHADER_PROFILE_GLSLES, MOJOSHADER_PROFILE_GLSL }, { MOJOSHADER_PROFILE_GLSL120, MOJOSHADER_PROFILE_GLSL }, { MOJOSHADER_PROFILE_NV2, MOJOSHADER_PROFILE_ARB1 }, { MOJOSHADER_PROFILE_NV3, MOJOSHADER_PROFILE_ARB1 }, { MOJOSHADER_PROFILE_NV4, MOJOSHADER_PROFILE_ARB1 }, }; // The PROFILE_EMITTER_* items MUST be in the same order as profiles[]! #define PROFILE_EMITTERS(op) { \ PROFILE_EMITTER_D3D(op) \ PROFILE_EMITTER_BYTECODE(op) \ PROFILE_EMITTER_HLSL(op) \ PROFILE_EMITTER_GLSL(op) \ PROFILE_EMITTER_ARB1(op) \ PROFILE_EMITTER_METAL(op) \ PROFILE_EMITTER_SPIRV(op) \ } static int parse_destination_token(Context *ctx, DestArgInfo *info) { // !!! FIXME: recheck against the spec for ranges (like RASTOUT values, etc). if (ctx->tokencount == 0) { fail(ctx, "Out of tokens in destination parameter"); return 0; } // if const uint32 token = SWAP32(*(ctx->tokens)); const int reserved1 = (int) ((token >> 14) & 0x3); // bits 14 through 15 const int reserved2 = (int) ((token >> 31) & 0x1); // bit 31 info->token = ctx->tokens; info->regnum = (int) (token & 0x7ff); // bits 0 through 10 info->relative = (int) ((token >> 13) & 0x1); // bit 13 info->orig_writemask = (int) ((token >> 16) & 0xF); // bits 16 through 19 info->result_mod = (int) ((token >> 20) & 0xF); // bits 20 through 23 info->result_shift = (int) ((token >> 24) & 0xF); // bits 24 through 27 abc info->regtype = (RegisterType) (((token >> 28) & 0x7) | ((token >> 8) & 0x18)); // bits 28-30, 11-12 int writemask; if (isscalar(ctx, ctx->shader_type, info->regtype, info->regnum)) writemask = 0x1; // just x. else writemask = info->orig_writemask; set_dstarg_writemask(info, writemask); // bits 16 through 19. // all the REG_TYPE_CONSTx types are the same register type, it's just // split up so its regnum can be > 2047 in the bytecode. Clean it up. if (info->regtype == REG_TYPE_CONST2) { info->regtype = REG_TYPE_CONST; info->regnum += 2048; } // else if else if (info->regtype == REG_TYPE_CONST3) { info->regtype = REG_TYPE_CONST; info->regnum += 4096; } // else if else if (info->regtype == REG_TYPE_CONST4) { info->regtype = REG_TYPE_CONST; info->regnum += 6144; } // else if // swallow token for now, for multiple calls in a row. adjust_token_position(ctx, 1); if (reserved1 != 0x0) fail(ctx, "Reserved bit #1 in destination token must be zero"); if (reserved2 != 0x1) fail(ctx, "Reserved bit #2 in destination token must be one"); if (info->relative) { if (!shader_is_vertex(ctx)) fail(ctx, "Relative addressing in non-vertex shader"); if (!shader_version_atleast(ctx, 3, 0)) fail(ctx, "Relative addressing in vertex shader version < 3.0"); if ((!ctx->ctab.have_ctab) && (!ctx->ignores_ctab)) { // it's hard to do this efficiently without! fail(ctx, "relative addressing unsupported without a CTAB"); } // if // !!! FIXME: I don't have a shader that has a relative dest currently. fail(ctx, "Relative addressing of dest tokens is unsupported"); return 2; } // if const int s = info->result_shift; if (s != 0) { if (!shader_is_pixel(ctx)) fail(ctx, "Result shift scale in non-pixel shader"); if (shader_version_atleast(ctx, 2, 0)) fail(ctx, "Result shift scale in pixel shader version >= 2.0"); if ( ! (((s >= 1) && (s <= 3)) || ((s >= 0xD) && (s <= 0xF))) ) fail(ctx, "Result shift scale isn't 1 to 3, or 13 to 15."); } // if if (info->result_mod & MOD_PP) // Partial precision (pixel shaders only) { if (!shader_is_pixel(ctx)) fail(ctx, "Partial precision result mod in non-pixel shader"); } // if if (info->result_mod & MOD_CENTROID) // Centroid (pixel shaders only) { if (!shader_is_pixel(ctx)) fail(ctx, "Centroid result mod in non-pixel shader"); else if (!ctx->centroid_allowed) // only on DCL opcodes! fail(ctx, "Centroid modifier not allowed here"); } // if if (/*(info->regtype < 0) ||*/ (info->regtype > REG_TYPE_MAX)) fail(ctx, "Register type is out of range"); if (!isfail(ctx)) set_used_register(ctx, info->regtype, info->regnum, 1); return 1; } // parse_destination_token static void determine_constants_arrays(Context *ctx) { // Only process this stuff once. This is called after all DEF* opcodes // could have been parsed. if (ctx->determined_constants_arrays) return; ctx->determined_constants_arrays = 1; if (ctx->constant_count <= 1) return; // nothing to sort or group. // Sort the linked list into an array for easier tapdancing... ConstantsList **array = (ConstantsList **) alloca(sizeof (ConstantsList *) * (ctx->constant_count + 1)); ConstantsList *item = ctx->constants; int i; for (i = 0; i < ctx->constant_count; i++) { if (item == NULL) { fail(ctx, "BUG: mismatched constant list and count"); return; } // if array[i] = item; item = item->next; } // for array[ctx->constant_count] = NULL; // bubble sort ftw. int sorted; do { sorted = 1; for (i = 0; i < ctx->constant_count-1; i++) { if (array[i]->constant.index > array[i+1]->constant.index) { ConstantsList *tmp = array[i]; array[i] = array[i+1]; array[i+1] = tmp; sorted = 0; } // if } // for } while (!sorted); // okay, sorted. While we're here, let's redo the linked list in order... for (i = 0; i < ctx->constant_count; i++) array[i]->next = array[i+1]; ctx->constants = array[0]; // now figure out the groupings of constants and add to ctx->variables... int start = -1; int prev = -1; int count = 0; const int hi = ctx->constant_count; for (i = 0; i <= hi; i++) { if (array[i] && (array[i]->constant.type != MOJOSHADER_UNIFORM_FLOAT)) continue; // we only care about REG_TYPE_CONST for array groups. if (start == -1) { prev = start = i; // first REG_TYPE_CONST we've seen. Mark it! continue; } // if // not a match (or last item in the array)...see if we had a // contiguous set before this point... if ( (array[i]) && (array[i]->constant.index == (array[prev]->constant.index + 1)) ) count++; else { if (count > 0) // multiple constants in the set? { VariableList *var; var = (VariableList *) Malloc(ctx, sizeof (VariableList)); if (var == NULL) break; var->type = MOJOSHADER_UNIFORM_FLOAT; var->index = array[start]->constant.index; var->count = (array[prev]->constant.index - var->index) + 1; var->constant = array[start]; var->used = 0; var->emit_position = -1; var->next = ctx->variables; ctx->variables = var; } // if start = i; // set this as new start of sequence. } // if prev = i; } // for } // determine_constants_arrays static void shader_model_1_input_usage(const int regnum, MOJOSHADER_usage *usage, int *index) { *index = 0; switch (regnum) // these are hardcoded for Shader Model 1: v0 is POSITION, v1 is BLENDWEIGHT, etc. { case 0: *usage = MOJOSHADER_USAGE_POSITION; break; case 1: *usage = MOJOSHADER_USAGE_BLENDWEIGHT; break; case 2: *usage = MOJOSHADER_USAGE_BLENDINDICES; break; case 3: *usage = MOJOSHADER_USAGE_NORMAL; break; case 4: *usage = MOJOSHADER_USAGE_POINTSIZE; break; case 5: *usage = MOJOSHADER_USAGE_COLOR; break; // diffuse case 6: *usage = MOJOSHADER_USAGE_COLOR; *index = 1; break; // specular case 7: *usage = MOJOSHADER_USAGE_TEXCOORD; break; case 8: *usage = MOJOSHADER_USAGE_TEXCOORD; *index = 1; break; case 9: *usage = MOJOSHADER_USAGE_TEXCOORD; *index = 2; break; case 10: *usage = MOJOSHADER_USAGE_TEXCOORD; *index = 3; break; case 11: *usage = MOJOSHADER_USAGE_TEXCOORD; *index = 4; break; case 12: *usage = MOJOSHADER_USAGE_TEXCOORD; *index = 5; break; case 13: *usage = MOJOSHADER_USAGE_TEXCOORD; *index = 6; break; case 14: *usage = MOJOSHADER_USAGE_TEXCOORD; *index = 7; break; case 15: *usage = MOJOSHADER_USAGE_POSITION; *index = 1; break; case 16: *usage = MOJOSHADER_USAGE_NORMAL; *index = 1; break; default: *usage = MOJOSHADER_USAGE_UNKNOWN; break; } // switch } // shader_model_1_input_usage static int adjust_swizzle(const Context *ctx, const RegisterType regtype, const int regnum, const int swizzle) { if (regtype != REG_TYPE_INPUT) // !!! FIXME: maybe lift this later? return swizzle; else if (ctx->swizzles_count == 0) return swizzle; MOJOSHADER_usage usage = MOJOSHADER_USAGE_UNKNOWN; int index = 0; // Shader Model 1 didn't have to predeclare attribute variables, so // reglist_find won't be able to look them up at this point, but // their usages don't change. if (!shader_version_atleast(ctx, 2, 0)) shader_model_1_input_usage(regnum, &usage, &index); else { const RegisterList *reg = reglist_find(&ctx->attributes, regtype, regnum); if (reg == NULL) return swizzle; usage = reg->usage; index = reg->index; } // else if (usage == MOJOSHADER_USAGE_UNKNOWN) return swizzle; size_t i; for (i = 0; i < ctx->swizzles_count; i++) { const MOJOSHADER_swizzle *swiz = &ctx->swizzles[i]; if ((swiz->usage == usage) && (swiz->index == index)) { return ( (((int)(swiz->swizzles[((swizzle >> 0) & 0x3)])) << 0) | (((int)(swiz->swizzles[((swizzle >> 2) & 0x3)])) << 2) | (((int)(swiz->swizzles[((swizzle >> 4) & 0x3)])) << 4) | (((int)(swiz->swizzles[((swizzle >> 6) & 0x3)])) << 6) ); } // if } // for return swizzle; } // adjust_swizzle static int parse_source_token(Context *ctx, SourceArgInfo *info) { int retval = 1; if (ctx->tokencount == 0) { fail(ctx, "Out of tokens in source parameter"); return 0; } // if const uint32 token = SWAP32(*(ctx->tokens)); const int reserved1 = (int) ((token >> 14) & 0x3); // bits 14 through 15 const int reserved2 = (int) ((token >> 31) & 0x1); // bit 31 info->token = ctx->tokens; info->regnum = (int) (token & 0x7ff); // bits 0 through 10 info->relative = (int) ((token >> 13) & 0x1); // bit 13 const int swizzle = (int) ((token >> 16) & 0xFF); // bits 16 through 23 info->src_mod = (SourceMod) ((token >> 24) & 0xF); // bits 24 through 27 info->regtype = (RegisterType) (((token >> 28) & 0x7) | ((token >> 8) & 0x18)); // bits 28-30, 11-12 // all the REG_TYPE_CONSTx types are the same register type, it's just // split up so its regnum can be > 2047 in the bytecode. Clean it up. if (info->regtype == REG_TYPE_CONST2) { info->regtype = REG_TYPE_CONST; info->regnum += 2048; } // else if else if (info->regtype == REG_TYPE_CONST3) { info->regtype = REG_TYPE_CONST; info->regnum += 4096; } // else if else if (info->regtype == REG_TYPE_CONST4) { info->regtype = REG_TYPE_CONST; info->regnum += 6144; } // else if info->swizzle = adjust_swizzle(ctx, info->regtype, info->regnum, swizzle); info->swizzle_x = ((info->swizzle >> 0) & 0x3); info->swizzle_y = ((info->swizzle >> 2) & 0x3); info->swizzle_z = ((info->swizzle >> 4) & 0x3); info->swizzle_w = ((info->swizzle >> 6) & 0x3); // swallow token for now, for multiple calls in a row. adjust_token_position(ctx, 1); if (reserved1 != 0x0) fail(ctx, "Reserved bits #1 in source token must be zero"); if (reserved2 != 0x1) fail(ctx, "Reserved bit #2 in source token must be one"); if ((info->relative) && (ctx->tokencount == 0)) { fail(ctx, "Out of tokens in relative source parameter"); info->relative = 0; // don't try to process it. } // if if (info->relative) { if ( (shader_is_pixel(ctx)) && (!shader_version_atleast(ctx, 3, 0)) ) fail(ctx, "Relative addressing in pixel shader version < 3.0"); // Shader Model 1 doesn't have an extra token to specify the // relative register: it's always a0.x. if (!shader_version_atleast(ctx, 2, 0)) { info->relative_regnum = 0; info->relative_regtype = REG_TYPE_ADDRESS; info->relative_component = 0; } // if else // Shader Model 2 and later... { const uint32 reltoken = SWAP32(*(ctx->tokens)); // swallow token for now, for multiple calls in a row. adjust_token_position(ctx, 1); const int relswiz = (int) ((reltoken >> 16) & 0xFF); info->relative_regnum = (int) (reltoken & 0x7ff); info->relative_regtype = (RegisterType) (((reltoken >> 28) & 0x7) | ((reltoken >> 8) & 0x18)); if (((reltoken >> 31) & 0x1) == 0) fail(ctx, "bit #31 in relative address must be set"); if ((reltoken & 0xF00E000) != 0) // usused bits. fail(ctx, "relative address reserved bit must be zero"); switch (info->relative_regtype) { case REG_TYPE_LOOP: case REG_TYPE_ADDRESS: break; default: fail(ctx, "invalid register for relative address"); break; } // switch if (info->relative_regnum != 0) // true for now. fail(ctx, "invalid register for relative address"); if ( (info->relative_regtype != REG_TYPE_LOOP) && !replicate_swizzle(relswiz) ) fail(ctx, "relative address needs replicate swizzle"); info->relative_component = (relswiz & 0x3); retval++; } // else if (info->regtype == REG_TYPE_INPUT) { if ( (shader_is_pixel(ctx)) || (!shader_version_atleast(ctx, 3, 0)) ) fail(ctx, "relative addressing of input registers not supported in this shader model"); ctx->have_relative_input_registers = 1; } // if else if (info->regtype == REG_TYPE_CONST) { // figure out what array we're in... if (!ctx->ignores_ctab) { if (!ctx->ctab.have_ctab) // hard to do efficiently without! fail(ctx, "relative addressing unsupported without a CTAB"); else { determine_constants_arrays(ctx); VariableList *var; const int reltarget = info->regnum; for (var = ctx->variables; var != NULL; var = var->next) { const int lo = var->index; if ( (reltarget >= lo) && (reltarget < (lo + var->count)) ) break; // match! } // for if (var == NULL) fail(ctx, "relative addressing of indeterminate array"); else { var->used = 1; info->relative_array = var; set_used_register(ctx, info->relative_regtype, info->relative_regnum, 0); } // else } // else } // if } // else if else { fail(ctx, "relative addressing of invalid register"); } // else } // if switch (info->src_mod) { case SRCMOD_NONE: case SRCMOD_ABSNEGATE: case SRCMOD_ABS: case SRCMOD_NEGATE: break; // okay in any shader model. // apparently these are only legal in Shader Model 1.x ... case SRCMOD_BIASNEGATE: case SRCMOD_BIAS: case SRCMOD_SIGNNEGATE: case SRCMOD_SIGN: case SRCMOD_COMPLEMENT: case SRCMOD_X2NEGATE: case SRCMOD_X2: case SRCMOD_DZ: case SRCMOD_DW: if (shader_version_atleast(ctx, 2, 0)) fail(ctx, "illegal source mod for this Shader Model."); break; case SRCMOD_NOT: // !!! FIXME: I _think_ this is right... if (shader_version_atleast(ctx, 2, 0)) { if (info->regtype != REG_TYPE_PREDICATE && info->regtype != REG_TYPE_CONSTBOOL) fail(ctx, "NOT only allowed on bool registers."); } // if break; default: fail(ctx, "Unknown source modifier"); } // switch // !!! FIXME: docs say this for sm3 ... check these! // "The negate modifier cannot be used on second source register of these // instructions: m3x2 - ps, m3x3 - ps, m3x4 - ps, m4x3 - ps, and // m4x4 - ps." // "If any version 3 shader reads from one or more constant float // registers (c#), one of the following must be true. // All of the constant floating-point registers must use the abs modifier. // None of the constant floating-point registers can use the abs modifier. if (!isfail(ctx)) { RegisterList *reg; reg = set_used_register(ctx, info->regtype, info->regnum, 0); // !!! FIXME: this test passes if you write to the register // !!! FIXME: in this same instruction, because we parse the // !!! FIXME: destination token first. // !!! FIXME: Microsoft's shader validation explicitly checks temp // !!! FIXME: registers for this...do they check other writable ones? if ((info->regtype == REG_TYPE_TEMP) && (reg) && (!reg->written)) failf(ctx, "Temp register r%d used uninitialized", info->regnum); } // if return retval; } // parse_source_token static int parse_predicated_token(Context *ctx) { SourceArgInfo *arg = &ctx->predicate_arg; parse_source_token(ctx, arg); if (arg->regtype != REG_TYPE_PREDICATE) fail(ctx, "Predicated instruction but not predicate register!"); if ((arg->src_mod != SRCMOD_NONE) && (arg->src_mod != SRCMOD_NOT)) fail(ctx, "Predicated instruction register is not NONE or NOT"); if ( !no_swizzle(arg->swizzle) && !replicate_swizzle(arg->swizzle) ) fail(ctx, "Predicated instruction register has wrong swizzle"); if (arg->relative) // I'm pretty sure this is illegal...? fail(ctx, "relative addressing in predicated token"); return 1; } // parse_predicated_token static int parse_args_NULL(Context *ctx) { return 1; } // parse_args_NULL static int parse_args_DEF(Context *ctx) { parse_destination_token(ctx, &ctx->dest_arg); if (ctx->dest_arg.regtype != REG_TYPE_CONST) fail(ctx, "DEF using non-CONST register"); if (ctx->dest_arg.relative) // I'm pretty sure this is illegal...? fail(ctx, "relative addressing in DEF"); ctx->dwords[0] = SWAP32(ctx->tokens[0]); ctx->dwords[1] = SWAP32(ctx->tokens[1]); ctx->dwords[2] = SWAP32(ctx->tokens[2]); ctx->dwords[3] = SWAP32(ctx->tokens[3]); return 6; } // parse_args_DEF static int parse_args_DEFI(Context *ctx) { parse_destination_token(ctx, &ctx->dest_arg); if (ctx->dest_arg.regtype != REG_TYPE_CONSTINT) fail(ctx, "DEFI using non-CONSTING register"); if (ctx->dest_arg.relative) // I'm pretty sure this is illegal...? fail(ctx, "relative addressing in DEFI"); ctx->dwords[0] = SWAP32(ctx->tokens[0]); ctx->dwords[1] = SWAP32(ctx->tokens[1]); ctx->dwords[2] = SWAP32(ctx->tokens[2]); ctx->dwords[3] = SWAP32(ctx->tokens[3]); return 6; } // parse_args_DEFI static int parse_args_DEFB(Context *ctx) { parse_destination_token(ctx, &ctx->dest_arg); if (ctx->dest_arg.regtype != REG_TYPE_CONSTBOOL) fail(ctx, "DEFB using non-CONSTBOOL register"); if (ctx->dest_arg.relative) // I'm pretty sure this is illegal...? fail(ctx, "relative addressing in DEFB"); ctx->dwords[0] = *(ctx->tokens) ? 1 : 0; return 3; } // parse_args_DEFB static int valid_texture_type(const uint32 ttype) { switch ((const TextureType) ttype) { case TEXTURE_TYPE_2D: case TEXTURE_TYPE_CUBE: case TEXTURE_TYPE_VOLUME: return 1; // it's okay. } // switch return 0; } // valid_texture_type // !!! FIXME: this function is kind of a mess. static int parse_args_DCL(Context *ctx) { int unsupported = 0; const uint32 token = SWAP32(*(ctx->tokens)); const int reserved1 = (int) ((token >> 31) & 0x1); // bit 31 uint32 reserved_mask = 0x00000000; if (reserved1 != 0x1) fail(ctx, "Bit #31 in DCL token must be one"); ctx->centroid_allowed = 1; adjust_token_position(ctx, 1); parse_destination_token(ctx, &ctx->dest_arg); ctx->centroid_allowed = 0; if (ctx->dest_arg.result_shift != 0) // I'm pretty sure this is illegal...? fail(ctx, "shift scale in DCL"); if (ctx->dest_arg.relative) // I'm pretty sure this is illegal...? fail(ctx, "relative addressing in DCL"); const RegisterType regtype = ctx->dest_arg.regtype; const int regnum = ctx->dest_arg.regnum; if ( (shader_is_pixel(ctx)) && (shader_version_atleast(ctx, 3, 0)) ) { if (regtype == REG_TYPE_INPUT) { const uint32 usage = (token & 0xF); const uint32 index = ((token >> 16) & 0xF); reserved_mask = 0x7FF0FFE0; ctx->dwords[0] = usage; ctx->dwords[1] = index; } // if else if (regtype == REG_TYPE_MISCTYPE) { const MiscTypeType mt = (MiscTypeType) regnum; if (mt == MISCTYPE_TYPE_POSITION) reserved_mask = 0x7FFFFFFF; else if (mt == MISCTYPE_TYPE_FACE) { reserved_mask = 0x7FFFFFFF; if (!writemask_xyzw(ctx->dest_arg.orig_writemask)) fail(ctx, "DCL face writemask must be full"); if (ctx->dest_arg.result_mod != 0) fail(ctx, "DCL face result modifier must be zero"); if (ctx->dest_arg.result_shift != 0) fail(ctx, "DCL face shift scale must be zero"); } // else if else { unsupported = 1; } // else ctx->dwords[0] = (uint32) MOJOSHADER_USAGE_UNKNOWN; ctx->dwords[1] = 0; } // else if else if (regtype == REG_TYPE_TEXTURE) { const uint32 usage = (token & 0xF); const uint32 index = ((token >> 16) & 0xF); if (usage == MOJOSHADER_USAGE_TEXCOORD) { if (index > 7) fail(ctx, "DCL texcoord usage must have 0-7 index"); } // if else if (usage == MOJOSHADER_USAGE_COLOR) { if (index != 0) fail(ctx, "DCL color usage must have 0 index"); } // else if else { fail(ctx, "Invalid DCL texture usage"); } // else reserved_mask = 0x7FF0FFE0; ctx->dwords[0] = usage; ctx->dwords[1] = index; } // else if else if (regtype == REG_TYPE_SAMPLER) { const uint32 ttype = ((token >> 27) & 0xF); if (!valid_texture_type(ttype)) fail(ctx, "unknown sampler texture type"); reserved_mask = 0x7FFFFFF; ctx->dwords[0] = ttype; } // else if else { unsupported = 1; } // else } // if else if ( (shader_is_pixel(ctx)) && (shader_version_atleast(ctx, 2, 0)) ) { if (regtype == REG_TYPE_INPUT) { ctx->dwords[0] = (uint32) MOJOSHADER_USAGE_COLOR; ctx->dwords[1] = regnum; reserved_mask = 0x7FFFFFFF; } // if else if (regtype == REG_TYPE_TEXTURE) { ctx->dwords[0] = (uint32) MOJOSHADER_USAGE_TEXCOORD; ctx->dwords[1] = regnum; reserved_mask = 0x7FFFFFFF; } // else if else if (regtype == REG_TYPE_SAMPLER) { const uint32 ttype = ((token >> 27) & 0xF); if (!valid_texture_type(ttype)) fail(ctx, "unknown sampler texture type"); reserved_mask = 0x7FFFFFF; ctx->dwords[0] = ttype; } // else if else { unsupported = 1; } // else } // if else if ( (shader_is_vertex(ctx)) && (shader_version_atleast(ctx, 3, 0)) ) { if ((regtype == REG_TYPE_INPUT) || (regtype == REG_TYPE_OUTPUT)) { const uint32 usage = (token & 0xF); const uint32 index = ((token >> 16) & 0xF); reserved_mask = 0x7FF0FFE0; ctx->dwords[0] = usage; ctx->dwords[1] = index; } // if else if (regtype == REG_TYPE_TEXTURE) { const uint32 usage = (token & 0xF); const uint32 index = ((token >> 16) & 0xF); if (usage == MOJOSHADER_USAGE_TEXCOORD) { if (index > 7) fail(ctx, "DCL texcoord usage must have 0-7 index"); } // if else if (usage == MOJOSHADER_USAGE_COLOR) { if (index != 0) fail(ctx, "DCL texcoord usage must have 0 index"); } // else if else fail(ctx, "Invalid DCL texture usage"); reserved_mask = 0x7FF0FFE0; ctx->dwords[0] = usage; ctx->dwords[1] = index; } // else if else if (regtype == REG_TYPE_SAMPLER) { const uint32 ttype = ((token >> 27) & 0xF); if (!valid_texture_type(ttype)) fail(ctx, "Unknown sampler texture type"); reserved_mask = 0x0FFFFFFF; ctx->dwords[0] = ttype; } // else if else { unsupported = 1; } // else } // else if else if ( (shader_is_vertex(ctx)) && (shader_version_atleast(ctx, 1, 1)) ) { if (regtype == REG_TYPE_INPUT) { const uint32 usage = (token & 0xF); const uint32 index = ((token >> 16) & 0xF); reserved_mask = 0x7FF0FFE0; ctx->dwords[0] = usage; ctx->dwords[1] = index; } // if else { unsupported = 1; } // else } // else if else { unsupported = 1; } // else if (unsupported) fail(ctx, "invalid DCL register type for this shader model"); if ((token & reserved_mask) != 0) fail(ctx, "reserved bits in DCL dword aren't zero"); return 3; } // parse_args_DCL static int parse_args_D(Context *ctx) { int retval = 1; retval += parse_destination_token(ctx, &ctx->dest_arg); return retval; } // parse_args_D static int parse_args_S(Context *ctx) { int retval = 1; retval += parse_source_token(ctx, &ctx->source_args[0]); return retval; } // parse_args_S static int parse_args_SS(Context *ctx) { int retval = 1; retval += parse_source_token(ctx, &ctx->source_args[0]); retval += parse_source_token(ctx, &ctx->source_args[1]); return retval; } // parse_args_SS static int parse_args_DS(Context *ctx) { int retval = 1; retval += parse_destination_token(ctx, &ctx->dest_arg); retval += parse_source_token(ctx, &ctx->source_args[0]); return retval; } // parse_args_DS static int parse_args_DSS(Context *ctx) { int retval = 1; retval += parse_destination_token(ctx, &ctx->dest_arg); retval += parse_source_token(ctx, &ctx->source_args[0]); retval += parse_source_token(ctx, &ctx->source_args[1]); return retval; } // parse_args_DSS static int parse_args_DSSS(Context *ctx) { int retval = 1; retval += parse_destination_token(ctx, &ctx->dest_arg); retval += parse_source_token(ctx, &ctx->source_args[0]); retval += parse_source_token(ctx, &ctx->source_args[1]); retval += parse_source_token(ctx, &ctx->source_args[2]); return retval; } // parse_args_DSSS static int parse_args_DSSSS(Context *ctx) { int retval = 1; retval += parse_destination_token(ctx, &ctx->dest_arg); retval += parse_source_token(ctx, &ctx->source_args[0]); retval += parse_source_token(ctx, &ctx->source_args[1]); retval += parse_source_token(ctx, &ctx->source_args[2]); retval += parse_source_token(ctx, &ctx->source_args[3]); return retval; } // parse_args_DSSSS static int parse_args_SINCOS(Context *ctx) { // this opcode needs extra registers for sm2 and lower. if (!shader_version_atleast(ctx, 3, 0)) return parse_args_DSSS(ctx); return parse_args_DS(ctx); } // parse_args_SINCOS static int parse_args_TEXCRD(Context *ctx) { // added extra register in ps_1_4. if (shader_version_atleast(ctx, 1, 4)) return parse_args_DS(ctx); return parse_args_D(ctx); } // parse_args_TEXCRD static int parse_args_TEXLD(Context *ctx) { // different registers in px_1_3, ps_1_4, and ps_2_0! if (shader_version_atleast(ctx, 2, 0)) return parse_args_DSS(ctx); else if (shader_version_atleast(ctx, 1, 4)) return parse_args_DS(ctx); return parse_args_D(ctx); } // parse_args_TEXLD // State machine functions... static ConstantsList *alloc_constant_listitem(Context *ctx) { ConstantsList *item = (ConstantsList *) Malloc(ctx, sizeof (ConstantsList)); if (item == NULL) return NULL; memset(&item->constant, '\0', sizeof (MOJOSHADER_constant)); item->next = ctx->constants; ctx->constants = item; ctx->constant_count++; return item; } // alloc_constant_listitem static void state_DEF(Context *ctx) { const RegisterType regtype = ctx->dest_arg.regtype; const int regnum = ctx->dest_arg.regnum; // !!! FIXME: fail if same register is defined twice. if (ctx->instruction_count != 0) fail(ctx, "DEF token must come before any instructions"); else if (regtype != REG_TYPE_CONST) fail(ctx, "DEF token using invalid register"); else { ConstantsList *item = alloc_constant_listitem(ctx); if (item != NULL) { item->constant.index = regnum; item->constant.type = MOJOSHADER_UNIFORM_FLOAT; memcpy(item->constant.value.f, ctx->dwords, sizeof (item->constant.value.f)); set_defined_register(ctx, regtype, regnum); } // if } // else } // state_DEF static void state_DEFI(Context *ctx) { const RegisterType regtype = ctx->dest_arg.regtype; const int regnum = ctx->dest_arg.regnum; // !!! FIXME: fail if same register is defined twice. if (ctx->instruction_count != 0) fail(ctx, "DEFI token must come before any instructions"); else if (regtype != REG_TYPE_CONSTINT) fail(ctx, "DEFI token using invalid register"); else { ConstantsList *item = alloc_constant_listitem(ctx); if (item != NULL) { item->constant.index = regnum; item->constant.type = MOJOSHADER_UNIFORM_INT; memcpy(item->constant.value.i, ctx->dwords, sizeof (item->constant.value.i)); set_defined_register(ctx, regtype, regnum); } // if } // else } // state_DEFI static void state_DEFB(Context *ctx) { const RegisterType regtype = ctx->dest_arg.regtype; const int regnum = ctx->dest_arg.regnum; // !!! FIXME: fail if same register is defined twice. if (ctx->instruction_count != 0) fail(ctx, "DEFB token must come before any instructions"); else if (regtype != REG_TYPE_CONSTBOOL) fail(ctx, "DEFB token using invalid register"); else { ConstantsList *item = alloc_constant_listitem(ctx); if (item != NULL) { item->constant.index = regnum; item->constant.type = MOJOSHADER_UNIFORM_BOOL; item->constant.value.b = ctx->dwords[0] ? 1 : 0; set_defined_register(ctx, regtype, regnum); } // if } // else } // state_DEFB static void state_DCL(Context *ctx) { const DestArgInfo *arg = &ctx->dest_arg; const RegisterType regtype = arg->regtype; const int regnum = arg->regnum; const int wmask = arg->writemask; const int mods = arg->result_mod; // parse_args_DCL() does a lot of state checking before we get here. // !!! FIXME: apparently vs_3_0 can use sampler registers now. // !!! FIXME: (but only s0 through s3, not all 16 of them.) if (ctx->instruction_count != 0) fail(ctx, "DCL token must come before any instructions"); else if (shader_is_vertex(ctx) || shader_is_pixel(ctx)) { if (regtype == REG_TYPE_SAMPLER) add_sampler(ctx, regnum, (TextureType) ctx->dwords[0], 0); else { const MOJOSHADER_usage usage = (const MOJOSHADER_usage) ctx->dwords[0]; const int index = ctx->dwords[1]; if (usage >= MOJOSHADER_USAGE_TOTAL) { fail(ctx, "unknown DCL usage"); return; } // if add_attribute_register(ctx, regtype, regnum, usage, index, wmask, mods); } // else } // if else { fail(ctx, "unsupported shader type."); // should be caught elsewhere. return; } // else set_defined_register(ctx, regtype, regnum); } // state_DCL static void state_TEXCRD(Context *ctx) { if (shader_version_atleast(ctx, 2, 0)) fail(ctx, "TEXCRD in Shader Model >= 2.0"); // apparently removed. } // state_TEXCRD static void state_FRC(Context *ctx) { const DestArgInfo *dst = &ctx->dest_arg; if (dst->result_mod & MOD_SATURATE) // according to msdn... fail(ctx, "FRC destination can't use saturate modifier"); else if (!shader_version_atleast(ctx, 2, 0)) { if (!writemask_y(dst->writemask) && !writemask_xy(dst->writemask)) fail(ctx, "FRC writemask must be .y or .xy for shader model 1.x"); } // else if } // state_FRC // replicate the matrix registers to source args. The D3D profile will // only use the one legitimate argument, but this saves other profiles // from having to build this. static void srcarg_matrix_replicate(Context *ctx, const int idx, const int rows) { int i; SourceArgInfo *src = &ctx->source_args[idx]; SourceArgInfo *dst = &ctx->source_args[idx+1]; for (i = 0; i < (rows-1); i++, dst++) { memcpy(dst, src, sizeof (SourceArgInfo)); dst->regnum += (i + 1); set_used_register(ctx, dst->regtype, dst->regnum, 0); } // for } // srcarg_matrix_replicate static void state_M4X4(Context *ctx) { const DestArgInfo *info = &ctx->dest_arg; if (!writemask_xyzw(info->writemask)) fail(ctx, "M4X4 writemask must be full"); // !!! FIXME: MSDN: //The xyzw (default) mask is required for the destination register. Negate and swizzle modifiers are allowed for src0, but not for src1. //Swizzle and negate modifiers are invalid for the src0 register. The dest and src0 registers cannot be the same. srcarg_matrix_replicate(ctx, 1, 4); } // state_M4X4 static void state_M4X3(Context *ctx) { const DestArgInfo *info = &ctx->dest_arg; if (!writemask_xyz(info->writemask)) fail(ctx, "M4X3 writemask must be .xyz"); // !!! FIXME: MSDN stuff srcarg_matrix_replicate(ctx, 1, 3); } // state_M4X3 static void state_M3X4(Context *ctx) { const DestArgInfo *info = &ctx->dest_arg; if (!writemask_xyzw(info->writemask)) fail(ctx, "M3X4 writemask must be .xyzw"); // !!! FIXME: MSDN stuff srcarg_matrix_replicate(ctx, 1, 4); } // state_M3X4 static void state_M3X3(Context *ctx) { const DestArgInfo *info = &ctx->dest_arg; if (!writemask_xyz(info->writemask)) fail(ctx, "M3X3 writemask must be .xyz"); // !!! FIXME: MSDN stuff srcarg_matrix_replicate(ctx, 1, 3); } // state_M3X3 static void state_M3X2(Context *ctx) { const DestArgInfo *info = &ctx->dest_arg; if (!writemask_xy(info->writemask)) fail(ctx, "M3X2 writemask must be .xy"); // !!! FIXME: MSDN stuff srcarg_matrix_replicate(ctx, 1, 2); } // state_M3X2 static void state_RET(Context *ctx) { // MSDN all but says that assembly shaders are more or less serialized // HLSL functions, and a RET means you're at the end of one, unlike how // most CPUs would behave. This is actually really helpful, // since we can use high-level constructs and not a mess of GOTOs, // which is a godsend for GLSL...this also means we can consider things // like a LOOP without a matching ENDLOOP within a label's section as // an error. if (ctx->loops > 0) fail(ctx, "LOOP without ENDLOOP"); if (ctx->reps > 0) fail(ctx, "REP without ENDREP"); } // state_RET static void check_label_register(Context *ctx, int arg, const char *opcode) { const SourceArgInfo *info = &ctx->source_args[arg]; const RegisterType regtype = info->regtype; const int regnum = info->regnum; if (regtype != REG_TYPE_LABEL) failf(ctx, "%s with a non-label register specified", opcode); if (!shader_version_atleast(ctx, 2, 0)) failf(ctx, "%s not supported in Shader Model 1", opcode); if ((shader_version_atleast(ctx, 2, 255)) && (regnum > 2047)) fail(ctx, "label register number must be <= 2047"); if (regnum > 15) fail(ctx, "label register number must be <= 15"); } // check_label_register static void state_LABEL(Context *ctx) { if (ctx->previous_opcode != OPCODE_RET) fail(ctx, "LABEL not followed by a RET"); check_label_register(ctx, 0, "LABEL"); set_defined_register(ctx, REG_TYPE_LABEL, ctx->source_args[0].regnum); } // state_LABEL static void check_call_loop_wrappage(Context *ctx, const int regnum) { // msdn says subroutines inherit aL register if you're in a loop when // you call, and further more _if you ever call this function in a loop, // it must always be called in a loop_. So we'll just pass our loop // variable as a function parameter in those cases. const int current_usage = (ctx->loops > 0) ? 1 : -1; RegisterList *reg = reglist_find(&ctx->used_registers, REG_TYPE_LABEL, regnum); if (reg == NULL) fail(ctx, "Invalid label for CALL"); else if (reg->misc == 0) reg->misc = current_usage; else if (reg->misc != current_usage) { if (current_usage == 1) fail(ctx, "CALL to this label must be wrapped in LOOP/ENDLOOP"); else fail(ctx, "CALL to this label must not be wrapped in LOOP/ENDLOOP"); } // else if } // check_call_loop_wrappage static void state_CALL(Context *ctx) { check_label_register(ctx, 0, "CALL"); check_call_loop_wrappage(ctx, ctx->source_args[0].regnum); } // state_CALL static void state_CALLNZ(Context *ctx) { const RegisterType regtype = ctx->source_args[1].regtype; if ((regtype != REG_TYPE_CONSTBOOL) && (regtype != REG_TYPE_PREDICATE)) fail(ctx, "CALLNZ argument isn't constbool or predicate register"); check_label_register(ctx, 0, "CALLNZ"); check_call_loop_wrappage(ctx, ctx->source_args[0].regnum); } // state_CALLNZ static void state_MOVA(Context *ctx) { if (ctx->dest_arg.regtype != REG_TYPE_ADDRESS) fail(ctx, "MOVA argument isn't address register"); } // state_MOVA static void state_RCP(Context *ctx) { if (!replicate_swizzle(ctx->source_args[0].swizzle)) fail(ctx, "RCP without replicate swizzle"); } // state_RCP static void state_RSQ(Context *ctx) { if (!replicate_swizzle(ctx->source_args[0].swizzle)) fail(ctx, "RSQ without replicate swizzle"); } // state_RSQ static void state_LOOP(Context *ctx) { if (ctx->source_args[0].regtype != REG_TYPE_LOOP) fail(ctx, "LOOP argument isn't loop register"); else if (ctx->source_args[1].regtype != REG_TYPE_CONSTINT) fail(ctx, "LOOP argument isn't constint register"); else ctx->loops++; } // state_LOOP static void state_ENDLOOP(Context *ctx) { // !!! FIXME: check that we aren't straddling an IF block. if (ctx->loops <= 0) fail(ctx, "ENDLOOP without LOOP"); ctx->loops--; } // state_ENDLOOP static void state_BREAKP(Context *ctx) { const RegisterType regtype = ctx->source_args[0].regtype; if (regtype != REG_TYPE_PREDICATE) fail(ctx, "BREAKP argument isn't predicate register"); else if (!replicate_swizzle(ctx->source_args[0].swizzle)) fail(ctx, "BREAKP without replicate swizzle"); else if ((ctx->loops == 0) && (ctx->reps == 0)) fail(ctx, "BREAKP outside LOOP/ENDLOOP or REP/ENDREP"); } // state_BREAKP static void state_BREAK(Context *ctx) { if ((ctx->loops == 0) && (ctx->reps == 0)) fail(ctx, "BREAK outside LOOP/ENDLOOP or REP/ENDREP"); } // state_BREAK static void state_SETP(Context *ctx) { const RegisterType regtype = ctx->dest_arg.regtype; if (regtype != REG_TYPE_PREDICATE) fail(ctx, "SETP argument isn't predicate register"); } // state_SETP static void state_REP(Context *ctx) { const RegisterType regtype = ctx->source_args[0].regtype; if (regtype != REG_TYPE_CONSTINT) fail(ctx, "REP argument isn't constint register"); ctx->reps++; if (ctx->reps > ctx->max_reps) ctx->max_reps = ctx->reps; } // state_REP static void state_ENDREP(Context *ctx) { // !!! FIXME: check that we aren't straddling an IF block. if (ctx->reps <= 0) fail(ctx, "ENDREP without REP"); ctx->reps--; } // state_ENDREP static void state_CMP(Context *ctx) { ctx->cmps++; // extra limitations for ps <= 1.4 ... if (!shader_version_atleast(ctx, 1, 4)) { int i; const DestArgInfo *dst = &ctx->dest_arg; const RegisterType dregtype = dst->regtype; const int dregnum = dst->regnum; if (ctx->cmps > 3) fail(ctx, "only 3 CMP instructions allowed in this shader model"); for (i = 0; i < 3; i++) { const SourceArgInfo *src = &ctx->source_args[i]; const RegisterType sregtype = src->regtype; const int sregnum = src->regnum; if ((dregtype == sregtype) && (dregnum == sregnum)) fail(ctx, "CMP dest can't match sources in this shader model"); } // for ctx->instruction_count++; // takes an extra slot in ps_1_2 and _3. } // if } // state_CMP static void state_DP4(Context *ctx) { // extra limitations for ps <= 1.4 ... if (!shader_version_atleast(ctx, 1, 4)) ctx->instruction_count++; // takes an extra slot in ps_1_2 and _3. } // state_DP4 static void state_CND(Context *ctx) { // apparently it was removed...it's not in the docs past ps_1_4 ... if (shader_version_atleast(ctx, 2, 0)) fail(ctx, "CND not allowed in this shader model"); // extra limitations for ps <= 1.4 ... else if (!shader_version_atleast(ctx, 1, 4)) { const SourceArgInfo *src = &ctx->source_args[0]; if ((src->regtype != REG_TYPE_TEMP) || (src->regnum != 0) || (src->swizzle != 0xFF)) { fail(ctx, "CND src must be r0.a in this shader model"); } // if } // if } // state_CND static void state_POW(Context *ctx) { if (!replicate_swizzle(ctx->source_args[0].swizzle)) fail(ctx, "POW src0 must have replicate swizzle"); else if (!replicate_swizzle(ctx->source_args[1].swizzle)) fail(ctx, "POW src1 must have replicate swizzle"); } // state_POW static void state_LOG(Context *ctx) { if (!replicate_swizzle(ctx->source_args[0].swizzle)) fail(ctx, "LOG src0 must have replicate swizzle"); } // state_LOG static void state_LOGP(Context *ctx) { if (!replicate_swizzle(ctx->source_args[0].swizzle)) fail(ctx, "LOGP src0 must have replicate swizzle"); } // state_LOGP static void state_SINCOS(Context *ctx) { const DestArgInfo *dst = &ctx->dest_arg; const int mask = dst->writemask; if (!writemask_x(mask) && !writemask_y(mask) && !writemask_xy(mask)) fail(ctx, "SINCOS write mask must be .x or .y or .xy"); else if (!replicate_swizzle(ctx->source_args[0].swizzle)) fail(ctx, "SINCOS src0 must have replicate swizzle"); else if (dst->result_mod & MOD_SATURATE) // according to msdn... fail(ctx, "SINCOS destination can't use saturate modifier"); // this opcode needs extra registers, with extra limitations, for <= sm2. else if (!shader_version_atleast(ctx, 3, 0)) { int i; for (i = 1; i < 3; i++) { if (ctx->source_args[i].regtype != REG_TYPE_CONST) { failf(ctx, "SINCOS src%d must be constfloat", i); return; } // if } // for if (ctx->source_args[1].regnum == ctx->source_args[2].regnum) fail(ctx, "SINCOS src1 and src2 must be different registers"); } // if } // state_SINCOS static void state_IF(Context *ctx) { const RegisterType regtype = ctx->source_args[0].regtype; if ((regtype != REG_TYPE_PREDICATE) && (regtype != REG_TYPE_CONSTBOOL)) fail(ctx, "IF src0 must be CONSTBOOL or PREDICATE"); // !!! FIXME: track if nesting depth. } // state_IF static void state_IFC(Context *ctx) { if (!replicate_swizzle(ctx->source_args[0].swizzle)) fail(ctx, "IFC src0 must have replicate swizzle"); else if (!replicate_swizzle(ctx->source_args[1].swizzle)) fail(ctx, "IFC src1 must have replicate swizzle"); // !!! FIXME: track if nesting depth. } // state_IFC static void state_BREAKC(Context *ctx) { if (!replicate_swizzle(ctx->source_args[0].swizzle)) fail(ctx, "BREAKC src1 must have replicate swizzle"); else if (!replicate_swizzle(ctx->source_args[1].swizzle)) fail(ctx, "BREAKC src2 must have replicate swizzle"); else if ((ctx->loops == 0) && (ctx->reps == 0)) fail(ctx, "BREAKC outside LOOP/ENDLOOP or REP/ENDREP"); } // state_BREAKC static void state_TEXKILL(Context *ctx) { // The MSDN docs say this should be a source arg, but the driver docs // say it's a dest arg. That's annoying. const DestArgInfo *info = &ctx->dest_arg; const RegisterType regtype = info->regtype; if (!writemask_xyzw(info->writemask)) fail(ctx, "TEXKILL writemask must be .xyzw"); else if ((regtype != REG_TYPE_TEMP) && (regtype != REG_TYPE_TEXTURE)) fail(ctx, "TEXKILL must use a temp or texture register"); // !!! FIXME: "If a temporary register is used, all components must have been previously written." // !!! FIXME: "If a texture register is used, all components that are read must have been declared." // !!! FIXME: there are further limitations in ps_1_3 and earlier. } // state_TEXKILL // Some rules that apply to some of the fruity ps_1_1 texture opcodes... static void state_texops(Context *ctx, const char *opcode, const int dims, const int texbem) { const DestArgInfo *dst = &ctx->dest_arg; const SourceArgInfo *src = &ctx->source_args[0]; if (dst->regtype != REG_TYPE_TEXTURE) failf(ctx, "%s destination must be a texture register", opcode); if (src->regtype != REG_TYPE_TEXTURE) failf(ctx, "%s source must be a texture register", opcode); if (src->regnum >= dst->regnum) // so says MSDN. failf(ctx, "%s dest must be a higher register than source", opcode); if (dims) { TextureType ttyp = (dims == 2) ? TEXTURE_TYPE_2D : TEXTURE_TYPE_CUBE; add_sampler(ctx, dst->regnum, ttyp, texbem); } // if add_attribute_register(ctx, REG_TYPE_TEXTURE, dst->regnum, MOJOSHADER_USAGE_TEXCOORD, dst->regnum, 0xF, 0); // Strictly speaking, there should be a TEX opcode prior to this call that // should fill in this metadata, but I'm not sure that's required for the // shader to assemble in D3D, so we'll do this so we don't fail with a // cryptic error message even if the developer didn't do the TEX. add_attribute_register(ctx, REG_TYPE_TEXTURE, src->regnum, MOJOSHADER_USAGE_TEXCOORD, src->regnum, 0xF, 0); } // state_texops static void state_texbem(Context *ctx, const char *opcode) { // The TEXBEM equasion, according to MSDN: //u' = TextureCoordinates(stage m)u + D3DTSS_BUMPENVMAT00(stage m)*t(n)R // + D3DTSS_BUMPENVMAT10(stage m)*t(n)G //v' = TextureCoordinates(stage m)v + D3DTSS_BUMPENVMAT01(stage m)*t(n)R // + D3DTSS_BUMPENVMAT11(stage m)*t(n)G //t(m)RGBA = TextureSample(stage m) // // ...TEXBEML adds this at the end: //t(m)RGBA = t(m)RGBA * [(t(n)B * D3DTSS_BUMPENVLSCALE(stage m)) + // D3DTSS_BUMPENVLOFFSET(stage m)] if (shader_version_atleast(ctx, 1, 4)) failf(ctx, "%s opcode not available after Shader Model 1.3", opcode); if (!shader_version_atleast(ctx, 1, 2)) { if (ctx->source_args[0].src_mod == SRCMOD_SIGN) failf(ctx, "%s forbids _bx2 on source reg before ps_1_2", opcode); } // if // !!! FIXME: MSDN: // !!! FIXME: Register data that has been read by a texbem // !!! FIXME: or texbeml instruction cannot be read later, // !!! FIXME: except by another texbem or texbeml. state_texops(ctx, opcode, 2, 1); } // state_texbem static void state_TEXBEM(Context *ctx) { state_texbem(ctx, "TEXBEM"); } // state_TEXBEM static void state_TEXBEML(Context *ctx) { state_texbem(ctx, "TEXBEML"); } // state_TEXBEML static void state_TEXM3X2PAD(Context *ctx) { if (shader_version_atleast(ctx, 1, 4)) fail(ctx, "TEXM3X2PAD opcode not available after Shader Model 1.3"); state_texops(ctx, "TEXM3X2PAD", 0, 0); // !!! FIXME: check for correct opcode existance and order more rigorously? ctx->texm3x2pad_src0 = ctx->source_args[0].regnum; ctx->texm3x2pad_dst0 = ctx->dest_arg.regnum; } // state_TEXM3X2PAD static void state_TEXM3X2TEX(Context *ctx) { if (shader_version_atleast(ctx, 1, 4)) fail(ctx, "TEXM3X2TEX opcode not available after Shader Model 1.3"); if (ctx->texm3x2pad_dst0 == -1) fail(ctx, "TEXM3X2TEX opcode without matching TEXM3X2PAD"); // !!! FIXME: check for correct opcode existance and order more rigorously? state_texops(ctx, "TEXM3X2TEX", 2, 0); ctx->reset_texmpad = 1; RegisterList *sreg = reglist_find(&ctx->samplers, REG_TYPE_SAMPLER, ctx->dest_arg.regnum); const TextureType ttype = (TextureType) (sreg ? sreg->index : 0); // A samplermap might change this to something nonsensical. if (ttype != TEXTURE_TYPE_2D) fail(ctx, "TEXM3X2TEX needs a 2D sampler"); } // state_TEXM3X2TEX static void state_TEXM3X3PAD(Context *ctx) { if (shader_version_atleast(ctx, 1, 4)) fail(ctx, "TEXM3X2TEX opcode not available after Shader Model 1.3"); state_texops(ctx, "TEXM3X3PAD", 0, 0); // !!! FIXME: check for correct opcode existance and order more rigorously? if (ctx->texm3x3pad_dst0 == -1) { ctx->texm3x3pad_src0 = ctx->source_args[0].regnum; ctx->texm3x3pad_dst0 = ctx->dest_arg.regnum; } // if else if (ctx->texm3x3pad_dst1 == -1) { ctx->texm3x3pad_src1 = ctx->source_args[0].regnum; ctx->texm3x3pad_dst1 = ctx->dest_arg.regnum; } // else } // state_TEXM3X3PAD static void state_texm3x3(Context *ctx, const char *opcode, const int dims) { // !!! FIXME: check for correct opcode existance and order more rigorously? if (shader_version_atleast(ctx, 1, 4)) failf(ctx, "%s opcode not available after Shader Model 1.3", opcode); if (ctx->texm3x3pad_dst1 == -1) failf(ctx, "%s opcode without matching TEXM3X3PADs", opcode); state_texops(ctx, opcode, dims, 0); ctx->reset_texmpad = 1; RegisterList *sreg = reglist_find(&ctx->samplers, REG_TYPE_SAMPLER, ctx->dest_arg.regnum); const TextureType ttype = (TextureType) (sreg ? sreg->index : 0); // A samplermap might change this to something nonsensical. if ((ttype != TEXTURE_TYPE_VOLUME) && (ttype != TEXTURE_TYPE_CUBE)) failf(ctx, "%s needs a 3D or Cubemap sampler", opcode); } // state_texm3x3 static void state_TEXM3X3(Context *ctx) { if (!shader_version_atleast(ctx, 1, 2)) fail(ctx, "TEXM3X3 opcode not available in Shader Model 1.1"); state_texm3x3(ctx, "TEXM3X3", 0); } // state_TEXM3X3 static void state_TEXM3X3TEX(Context *ctx) { state_texm3x3(ctx, "TEXM3X3TEX", 3); } // state_TEXM3X3TEX static void state_TEXM3X3SPEC(Context *ctx) { state_texm3x3(ctx, "TEXM3X3SPEC", 3); if (ctx->source_args[1].regtype != REG_TYPE_CONST) fail(ctx, "TEXM3X3SPEC final arg must be a constant register"); } // state_TEXM3X3SPEC static void state_TEXM3X3VSPEC(Context *ctx) { state_texm3x3(ctx, "TEXM3X3VSPEC", 3); } // state_TEXM3X3VSPEC static void state_TEXLD(Context *ctx) { if (shader_version_atleast(ctx, 2, 0)) { const SourceArgInfo *src0 = &ctx->source_args[0]; const SourceArgInfo *src1 = &ctx->source_args[1]; // !!! FIXME: verify texldp restrictions: //http://msdn.microsoft.com/en-us/library/bb206221(VS.85).aspx // !!! FIXME: ...and texldb, too. //http://msdn.microsoft.com/en-us/library/bb206217(VS.85).aspx //const RegisterType rt0 = src0->regtype; // !!! FIXME: msdn says it has to be temp, but Microsoft's HLSL // !!! FIXME: compiler is generating code that uses oC0 for a dest. //if (ctx->dest_arg.regtype != REG_TYPE_TEMP) // fail(ctx, "TEXLD dest must be a temp register"); // !!! FIXME: this can be an REG_TYPE_INPUT, DCL'd to TEXCOORD. //else if ((rt0 != REG_TYPE_TEXTURE) && (rt0 != REG_TYPE_TEMP)) // fail(ctx, "TEXLD src0 must be texture or temp register"); //else if (src0->src_mod != SRCMOD_NONE) fail(ctx, "TEXLD src0 must have no modifiers"); else if (src1->regtype != REG_TYPE_SAMPLER) fail(ctx, "TEXLD src1 must be sampler register"); else if (src1->src_mod != SRCMOD_NONE) fail(ctx, "TEXLD src1 must have no modifiers"); else if ( (ctx->instruction_controls != CONTROL_TEXLD) && (ctx->instruction_controls != CONTROL_TEXLDP) && (ctx->instruction_controls != CONTROL_TEXLDB) ) { fail(ctx, "TEXLD has unknown control bits"); } // else if // Shader Model 3 added swizzle support to this opcode. if (!shader_version_atleast(ctx, 3, 0)) { if (!no_swizzle(src0->swizzle)) fail(ctx, "TEXLD src0 must not swizzle"); else if (!no_swizzle(src1->swizzle)) fail(ctx, "TEXLD src1 must not swizzle"); } // if if ( ((TextureType) ctx->source_args[1].regnum) == TEXTURE_TYPE_CUBE ) ctx->instruction_count += 3; } // if else if (shader_version_atleast(ctx, 1, 4)) { // !!! FIXME: checks for ps_1_4 version here... } // else if else { // !!! FIXME: add (other?) checks for ps_1_1 version here... const DestArgInfo *info = &ctx->dest_arg; const int sampler = info->regnum; if (info->regtype != REG_TYPE_TEXTURE) fail(ctx, "TEX param must be a texture register"); add_sampler(ctx, sampler, TEXTURE_TYPE_2D, 0); } // else } // state_TEXLD static void state_TEXLDL(Context *ctx) { if (!shader_version_atleast(ctx, 3, 0)) fail(ctx, "TEXLDL in version < Shader Model 3.0"); else if (ctx->source_args[1].regtype != REG_TYPE_SAMPLER) fail(ctx, "TEXLDL src1 must be sampler register"); else { if ( ((TextureType) ctx->source_args[1].regnum) == TEXTURE_TYPE_CUBE ) ctx->instruction_count += 3; } // else } // state_TEXLDL static void state_DP2ADD(Context *ctx) { if (!replicate_swizzle(ctx->source_args[2].swizzle)) fail(ctx, "DP2ADD src2 must have replicate swizzle"); } // state_DP2ADD // Lookup table for instruction opcodes... typedef struct { const char *opcode_string; int slots; // number of instruction slots this opcode eats. MOJOSHADER_shaderType shader_types; // mask of types that can use opcode. args_function parse_args; state_function state; emit_function emitter[STATICARRAYLEN(profiles)]; } Instruction; // These have to be in the right order! This array is indexed by the value // of the instruction token. static const Instruction instructions[] = { #define INSTRUCTION_STATE(op, opstr, slots, a, t, w) { \ opstr, slots, t, parse_args_##a, state_##op, PROFILE_EMITTERS(op) \ }, #define INSTRUCTION(op, opstr, slots, a, t, w) { \ opstr, slots, t, parse_args_##a, NULL, PROFILE_EMITTERS(op) \ }, #define MOJOSHADER_DO_INSTRUCTION_TABLE 1 #include "mojoshader_internal.h" }; // parse various token types... static int parse_instruction_token(Context *ctx) { int retval = 0; const int start_position = ctx->current_position; const uint32 *start_tokens = ctx->tokens; const uint32 start_tokencount = ctx->tokencount; const uint32 token = SWAP32(*(ctx->tokens)); const uint32 opcode = (token & 0xFFFF); const uint32 controls = ((token >> 16) & 0xFF); const uint32 insttoks = ((token >> 24) & 0x0F); const int coissue = (token & 0x40000000) ? 1 : 0; const int predicated = (token & 0x10000000) ? 1 : 0; if ( opcode >= (sizeof (instructions) / sizeof (instructions[0])) ) return 0; // not an instruction token, or just not handled here. const Instruction *instruction = &instructions[opcode]; const emit_function emitter = instruction->emitter[ctx->profileid]; if ((token & 0x80000000) != 0) fail(ctx, "instruction token high bit must be zero."); // so says msdn. if (instruction->opcode_string == NULL) { fail(ctx, "Unknown opcode."); return insttoks + 1; // pray that you resync later. } // if ctx->coissue = coissue; if (coissue) { if (!shader_is_pixel(ctx)) fail(ctx, "coissue instruction on non-pixel shader"); if (shader_version_atleast(ctx, 2, 0)) fail(ctx, "coissue instruction in Shader Model >= 2.0"); } // if if ((ctx->shader_type & instruction->shader_types) == 0) { failf(ctx, "opcode '%s' not available in this shader type.", instruction->opcode_string); } // if memset(ctx->dwords, '\0', sizeof (ctx->dwords)); ctx->instruction_controls = controls; ctx->predicated = predicated; // Update the context with instruction's arguments. adjust_token_position(ctx, 1); retval = instruction->parse_args(ctx); if (predicated) retval += parse_predicated_token(ctx); // parse_args() moves these forward for convenience...reset them. ctx->tokens = start_tokens; ctx->tokencount = start_tokencount; ctx->current_position = start_position; if (instruction->state != NULL) instruction->state(ctx); ctx->instruction_count += instruction->slots; if (!isfail(ctx)) emitter(ctx); // call the profile's emitter. if (ctx->reset_texmpad) { ctx->texm3x2pad_dst0 = -1; ctx->texm3x2pad_src0 = -1; ctx->texm3x3pad_dst0 = -1; ctx->texm3x3pad_src0 = -1; ctx->texm3x3pad_dst1 = -1; ctx->texm3x3pad_src1 = -1; ctx->reset_texmpad = 0; } // if ctx->previous_opcode = opcode; ctx->scratch_registers = 0; // reset after every instruction. if (!shader_version_atleast(ctx, 2, 0)) { if (insttoks != 0) // reserved field in shaders < 2.0 ... fail(ctx, "instruction token count must be zero"); } // if else { if (((uint32)retval) != (insttoks+1)) { failf(ctx, "wrong token count (%u, not %u) for opcode '%s'.", (uint) retval, (uint) (insttoks+1), instruction->opcode_string); retval = insttoks + 1; // try to keep sync. } // if } // else return retval; } // parse_instruction_token static int parse_version_token(Context *ctx, const char *profilestr) { if (ctx->tokencount == 0) { fail(ctx, "Expected version token, got none at all."); return 0; } // if const uint32 token = SWAP32(*(ctx->tokens)); const uint32 shadertype = ((token >> 16) & 0xFFFF); const uint8 major = (uint8) ((token >> 8) & 0xFF); const uint8 minor = (uint8) (token & 0xFF); ctx->version_token = token; // 0xFFFF == pixel shader, 0xFFFE == vertex shader if (shadertype == 0xFFFF) { ctx->shader_type = MOJOSHADER_TYPE_PIXEL; ctx->shader_type_str = "ps"; } // if else if (shadertype == 0xFFFE) { ctx->shader_type = MOJOSHADER_TYPE_VERTEX; ctx->shader_type_str = "vs"; } // else if else // geometry shader? Bogus data? { fail(ctx, "Unsupported shader type or not a shader at all"); return -1; } // else ctx->major_ver = major; ctx->minor_ver = minor; if (!shader_version_supported(major, minor)) { failf(ctx, "Shader Model %u.%u is currently unsupported.", (uint) major, (uint) minor); } // if if (!isfail(ctx)) ctx->profile->start_emitter(ctx, profilestr); return 1; // ate one token. } // parse_version_token static int parse_ctab_string(const uint8 *start, const uint32 bytes, const uint32 name) { // Make sure strings don't overflow the CTAB buffer... if (name < bytes) { int i; const int slenmax = bytes - name; const char *namestr = (const char *) (start + name); for (i = 0; i < slenmax; i++) { if (namestr[i] == '\0') return 1; // it's okay. } // for } // if return 0; // overflowed. } // parse_ctab_string static int parse_ctab_typeinfo(Context *ctx, const uint8 *start, const uint32 bytes, const uint32 pos, MOJOSHADER_symbolTypeInfo *info, const int depth) { if ((bytes <= pos) || ((bytes - pos) < 16)) return 0; // corrupt CTAB. const uint16 *typeptr = (const uint16 *) (start + pos); info->parameter_class = (MOJOSHADER_symbolClass) SWAP16(typeptr[0]); info->parameter_type = (MOJOSHADER_symbolType) SWAP16(typeptr[1]); info->rows = (unsigned int) SWAP16(typeptr[2]); info->columns = (unsigned int) SWAP16(typeptr[3]); info->elements = (unsigned int) SWAP16(typeptr[4]); if (info->parameter_class >= MOJOSHADER_SYMCLASS_TOTAL) { failf(ctx, "Unknown parameter class (0x%X)", info->parameter_class); info->parameter_class = MOJOSHADER_SYMCLASS_SCALAR; } // if if (info->parameter_type >= MOJOSHADER_SYMTYPE_TOTAL) { failf(ctx, "Unknown parameter type (0x%X)", info->parameter_type); info->parameter_type = MOJOSHADER_SYMTYPE_INT; } // if const unsigned int member_count = (unsigned int) SWAP16(typeptr[5]); info->member_count = 0; info->members = NULL; if ((pos + 16 + (member_count * 8)) >= bytes) return 0; // corrupt CTAB. if (member_count > 0) { if (depth > 300) // make sure we aren't in an infinite loop here. { fail(ctx, "Possible infinite loop in CTAB structure."); return 0; } // if const size_t len = sizeof (MOJOSHADER_symbolStructMember) * member_count; info->members = (MOJOSHADER_symbolStructMember *) Malloc(ctx, len); if (info->members == NULL) return 1; // we'll check ctx->out_of_memory later. memset(info->members, '\0', len); info->member_count = member_count; } // else unsigned int i; const uint32 *member = (const uint32 *) (start + typeptr[6]); for (i = 0; i < member_count; i++) { MOJOSHADER_symbolStructMember *mbr = &info->members[i]; const uint32 name = SWAP32(member[0]); const uint32 memberinfopos = SWAP32(member[1]); member += 2; if (!parse_ctab_string(start, bytes, name)) return 0; // info->members will be free()'d elsewhere. mbr->name = StrDup(ctx, (const char *) (start + name)); if (mbr->name == NULL) return 1; // we'll check ctx->out_of_memory later. if (!parse_ctab_typeinfo(ctx, start, bytes, memberinfopos, &mbr->info, depth + 1)) return 0; if (ctx->out_of_memory) return 1; // drop out now. } // for return 1; } // parse_ctab_typeinfo // Microsoft's tools add a CTAB comment to all shaders. This is the // "constant table," or specifically: D3DXSHADER_CONSTANTTABLE: // http://msdn.microsoft.com/en-us/library/bb205440(VS.85).aspx // This may tell us high-level truths about an otherwise generic low-level // registers, for instance, how large an array actually is, etc. static void parse_constant_table(Context *ctx, const uint32 *tokens, const uint32 bytes, const uint32 okay_version, const int setvariables, CtabData *ctab) { const uint32 id = SWAP32(tokens[1]); if (id != CTAB_ID) return; // not the constant table. if (ctab->have_ctab) // !!! FIXME: can you have more than one? { fail(ctx, "Shader has multiple CTAB sections"); return; } // if ctab->have_ctab = 1; const uint8 *start = (uint8 *) &tokens[2]; if (bytes < 32) { fail(ctx, "Truncated CTAB data"); return; } // if const uint32 size = SWAP32(tokens[2]); const uint32 creator = SWAP32(tokens[3]); const uint32 version = SWAP32(tokens[4]); const uint32 constants = SWAP32(tokens[5]); const uint32 constantinfo = SWAP32(tokens[6]); const uint32 target = SWAP32(tokens[8]); if (size != CTAB_SIZE) goto corrupt_ctab; else if (constants > 1000000) // sanity check. goto corrupt_ctab; if (version != okay_version) goto corrupt_ctab; if (creator >= bytes) goto corrupt_ctab; if (constantinfo >= bytes) goto corrupt_ctab; if ((bytes - constantinfo) < (constants * CINFO_SIZE)) goto corrupt_ctab; if (target >= bytes) goto corrupt_ctab; if (!parse_ctab_string(start, bytes, target)) goto corrupt_ctab; // !!! FIXME: check that (start+target) points to "ps_3_0", etc. ctab->symbols = NULL; if (constants > 0) { ctab->symbols = (MOJOSHADER_symbol *) Malloc(ctx, sizeof (MOJOSHADER_symbol) * constants); if (ctab->symbols == NULL) return; memset(ctab->symbols, '\0', sizeof (MOJOSHADER_symbol) * constants); } // if ctab->symbol_count = constants; uint32 i = 0; for (i = 0; i < constants; i++) { const uint8 *ptr = start + constantinfo + (i * CINFO_SIZE); const uint32 name = SWAP32(*((uint32 *) (ptr + 0))); const uint16 regset = SWAP16(*((uint16 *) (ptr + 4))); const uint16 regidx = SWAP16(*((uint16 *) (ptr + 6))); const uint16 regcnt = SWAP16(*((uint16 *) (ptr + 8))); const uint32 typeinf = SWAP32(*((uint32 *) (ptr + 12))); const uint32 defval = SWAP32(*((uint32 *) (ptr + 16))); MOJOSHADER_uniformType mojotype = MOJOSHADER_UNIFORM_UNKNOWN; if (!parse_ctab_string(start, bytes, name)) goto corrupt_ctab; if (defval >= bytes) goto corrupt_ctab; switch (regset) { case 0: mojotype = MOJOSHADER_UNIFORM_BOOL; break; case 1: mojotype = MOJOSHADER_UNIFORM_INT; break; case 2: mojotype = MOJOSHADER_UNIFORM_FLOAT; break; case 3: /* SAMPLER */ break; default: goto corrupt_ctab; } // switch if ((setvariables) && (mojotype != MOJOSHADER_UNIFORM_UNKNOWN)) { VariableList *item; item = (VariableList *) Malloc(ctx, sizeof (VariableList)); if (item != NULL) { item->type = mojotype; item->index = regidx; item->count = regcnt; item->constant = NULL; item->used = 0; item->emit_position = -1; item->next = ctx->variables; ctx->variables = item; } // if } // if // Add the symbol. const char *namecpy = StrDup(ctx, (const char *) (start + name)); if (namecpy == NULL) return; MOJOSHADER_symbol *sym = &ctab->symbols[i]; sym->name = namecpy; sym->register_set = (MOJOSHADER_symbolRegisterSet) regset; sym->register_index = (unsigned int) regidx; sym->register_count = (unsigned int) regcnt; if (!parse_ctab_typeinfo(ctx, start, bytes, typeinf, &sym->info, 0)) goto corrupt_ctab; // sym->name will get free()'d later. else if (ctx->out_of_memory) return; // just bail now. } // for return; corrupt_ctab: fail(ctx, "Shader has corrupt CTAB data"); } // parse_constant_table static void free_symbols(MOJOSHADER_free f, void *d, MOJOSHADER_symbol *syms, const int symcount); static int is_comment_token(Context *ctx, const uint32 tok, uint32 *tokcount) { const uint32 token = SWAP32(tok); if ((token & 0xFFFF) == 0xFFFE) // actually a comment token? { if ((token & 0x80000000) != 0) fail(ctx, "comment token high bit must be zero."); // so says msdn. *tokcount = ((token >> 16) & 0xFFFF); return 1; } // if return 0; } // is_comment_token typedef struct PreshaderBlockInfo { const uint32 *tokens; uint32 tokcount; int seen; } PreshaderBlockInfo; // Preshaders only show up in compiled Effect files. The format is // undocumented, and even the instructions aren't the same opcodes as you // would find in a regular shader. These things show up because the HLSL // compiler can detect work that sets up constant registers that could // be moved out of the shader itself. Preshaders run once, then the shader // itself runs many times, using the constant registers the preshader has set // up. There are cases where the preshaders are 3+ times as many instructions // as the shader itself, so this can be a big performance win. // My presumption is that Microsoft's Effects framework runs the preshaders on // the CPU, then loads the constant register file appropriately before handing // off to the GPU. As such, we do the same. static void parse_preshader(Context *ctx, const uint32 *tokens, uint32 tokcount) { #ifndef MOJOSHADER_EFFECT_SUPPORT fail(ctx, "Preshader found, but effect support is disabled!"); #else uint32 i; assert(ctx->have_preshader == 0); // !!! FIXME: can you have more than one? ctx->have_preshader = 1; // !!! FIXME: I don't know what specific versions signify, but we need to // !!! FIXME: save this to test against the CTAB version field, if // !!! FIXME: nothing else. // !!! FIXME: 0x02 0x0? is probably the version (fx_2_?), // !!! FIXME: and 0x4658 is the magic, like a real shader's version token. const uint32 version_magic = 0x46580000; const uint32 min_version = 0x00000200 | version_magic; const uint32 max_version = 0x00000201 | version_magic; const uint32 version = SWAP32(tokens[0]); if (version < min_version || version > max_version) { fail(ctx, "Unsupported preshader version."); return; // fail because the shader will malfunction w/o this. } // if tokens++; tokcount--; // All sections of a preshader are packed into separate comment tokens, // inside the containing comment token block. Find them all before // we start, so we don't care about the order they appear in the file. PreshaderBlockInfo ctab = { 0, 0, 0 }; PreshaderBlockInfo prsi = { 0, 0, 0 }; PreshaderBlockInfo fxlc = { 0, 0, 0 }; PreshaderBlockInfo clit = { 0, 0, 0 }; while (tokcount > 0) { uint32 subtokcount = 0; if ( (!is_comment_token(ctx, *tokens, &subtokcount)) || (subtokcount > tokcount) ) { // !!! FIXME: Standalone preshaders have this EOS-looking token, // !!! FIXME: sometimes followed by tokens that don't appear to // !!! FIXME: have anything to do with the rest of the blob. // !!! FIXME: So for now, treat this as a special "EOS" comment. if (SWAP32(*tokens) == 0xFFFF) break; fail(ctx, "Bogus preshader data."); return; } // if tokens++; tokcount--; const uint32 *nexttokens = tokens + subtokcount; const uint32 nexttokcount = tokcount - subtokcount; if (subtokcount > 0) { switch (SWAP32(*tokens)) { #define PRESHADER_BLOCK_CASE(id, var) \ case id##_ID: { \ if (var.seen) { \ fail(ctx, "Multiple " #id " preshader blocks."); \ return; \ } \ var.tokens = tokens; \ var.tokcount = subtokcount; \ var.seen = 1; \ break; \ } PRESHADER_BLOCK_CASE(CTAB, ctab); PRESHADER_BLOCK_CASE(PRSI, prsi); PRESHADER_BLOCK_CASE(FXLC, fxlc); PRESHADER_BLOCK_CASE(CLIT, clit); default: fail(ctx, "Bogus preshader section."); return; #undef PRESHADER_BLOCK_CASE } // switch } // if tokens = nexttokens; tokcount = nexttokcount; } // while if (!ctab.seen) { fail(ctx, "No CTAB block in preshader."); return; } if (!fxlc.seen) { fail(ctx, "No FXLC block in preshader."); return; } if (!clit.seen) { fail(ctx, "No CLIT block in preshader."); return; } // prsi.seen is optional, apparently. MOJOSHADER_preshader *preshader = (MOJOSHADER_preshader *) Malloc(ctx, sizeof (MOJOSHADER_preshader)); if (preshader == NULL) return; memset(preshader, '\0', sizeof (MOJOSHADER_preshader)); preshader->malloc = ctx->malloc; preshader->free = ctx->free; preshader->malloc_data = ctx->malloc_data; ctx->preshader = preshader; // Let's set up the constant literals first... if (clit.tokcount == 0) fail(ctx, "Bogus CLIT block in preshader."); else { const uint32 lit_count = SWAP32(clit.tokens[1]); if (lit_count > ((clit.tokcount - 2) / 2)) { fail(ctx, "Bogus CLIT block in preshader."); return; } // if else if (lit_count > 0) { preshader->literal_count = (unsigned int) lit_count; assert(sizeof (double) == 8); // just in case. const size_t len = sizeof (double) * lit_count; preshader->literals = (double *) Malloc(ctx, len); if (preshader->literals == NULL) return; // oh well. const double *litptr = (const double *) (clit.tokens + 2); // !!! FIXME: This should be a SWAPDBL loop, but in addition to // !!! FIXME: never having an implementation, it turns out some // !!! FIXME: MinGW versions do not optimize this correctly, which // !!! FIXME: can cause random crashes on Win64. -flibit //for (i = 0; i < lit_count; i++) // preshader->literals[i] = SWAPDBL(litptr[i]); memcpy(preshader->literals, litptr, len); } // else if } // else // Parse out the PRSI block. This is used to map the output registers. uint32 output_map_count = 0; const uint32 *output_map = NULL; if (prsi.seen) { if (prsi.tokcount < 8) { fail(ctx, "Bogus preshader PRSI data"); return; } // if //const uint32 first_output_reg = SWAP32(prsi.tokens[1]); // !!! FIXME: there are a lot of fields here I don't know about. // !!! FIXME: maybe [2] and [3] are for int4 and bool registers? //const uint32 output_reg_count = SWAP32(prsi.tokens[4]); // !!! FIXME: maybe [5] and [6] are for int4 and bool registers? output_map_count = SWAP32(prsi.tokens[7]); prsi.tokcount -= 8; prsi.tokens += 8; if (prsi.tokcount < ((output_map_count + 1) * 2)) { fail(ctx, "Bogus preshader PRSI data"); return; } // if output_map = prsi.tokens; } // if // Now we'll figure out the CTAB... CtabData ctabdata = { 0, 0, 0 }; parse_constant_table(ctx, ctab.tokens - 1, ctab.tokcount * 4, version, 0, &ctabdata); // preshader owns this now. Don't free it in this function. preshader->symbol_count = ctabdata.symbol_count; preshader->symbols = ctabdata.symbols; if (!ctabdata.have_ctab) { fail(ctx, "Bogus preshader CTAB data"); return; } // if // The FXLC block has the actual instructions... uint32 opcode_count = SWAP32(fxlc.tokens[1]); const size_t len = sizeof (MOJOSHADER_preshaderInstruction) * opcode_count; preshader->instruction_count = (unsigned int) opcode_count; preshader->instructions = (MOJOSHADER_preshaderInstruction *) Malloc(ctx, len); if (preshader->instructions == NULL) return; memset(preshader->instructions, '\0', len); fxlc.tokens += 2; fxlc.tokcount -= 2; if (opcode_count > (fxlc.tokcount / 2)) { fail(ctx, "Bogus preshader FXLC block."); return; } // if MOJOSHADER_preshaderInstruction *inst = preshader->instructions; while (opcode_count--) { const uint32 opcodetok = SWAP32(fxlc.tokens[0]); MOJOSHADER_preshaderOpcode opcode = MOJOSHADER_PRESHADEROP_NOP; switch ((opcodetok >> 16) & 0xFFFF) { case 0x1000: opcode = MOJOSHADER_PRESHADEROP_MOV; break; case 0x1010: opcode = MOJOSHADER_PRESHADEROP_NEG; break; case 0x1030: opcode = MOJOSHADER_PRESHADEROP_RCP; break; case 0x1040: opcode = MOJOSHADER_PRESHADEROP_FRC; break; case 0x1050: opcode = MOJOSHADER_PRESHADEROP_EXP; break; case 0x1060: opcode = MOJOSHADER_PRESHADEROP_LOG; break; case 0x1070: opcode = MOJOSHADER_PRESHADEROP_RSQ; break; case 0x1080: opcode = MOJOSHADER_PRESHADEROP_SIN; break; case 0x1090: opcode = MOJOSHADER_PRESHADEROP_COS; break; case 0x10A0: opcode = MOJOSHADER_PRESHADEROP_ASIN; break; case 0x10B0: opcode = MOJOSHADER_PRESHADEROP_ACOS; break; case 0x10C0: opcode = MOJOSHADER_PRESHADEROP_ATAN; break; case 0x2000: opcode = MOJOSHADER_PRESHADEROP_MIN; break; case 0x2010: opcode = MOJOSHADER_PRESHADEROP_MAX; break; case 0x2020: opcode = MOJOSHADER_PRESHADEROP_LT; break; case 0x2030: opcode = MOJOSHADER_PRESHADEROP_GE; break; case 0x2040: opcode = MOJOSHADER_PRESHADEROP_ADD; break; case 0x2050: opcode = MOJOSHADER_PRESHADEROP_MUL; break; case 0x2060: opcode = MOJOSHADER_PRESHADEROP_ATAN2; break; case 0x2080: opcode = MOJOSHADER_PRESHADEROP_DIV; break; case 0x3000: opcode = MOJOSHADER_PRESHADEROP_CMP; break; case 0x3010: opcode = MOJOSHADER_PRESHADEROP_MOVC; break; case 0x5000: opcode = MOJOSHADER_PRESHADEROP_DOT; break; case 0x5020: opcode = MOJOSHADER_PRESHADEROP_NOISE; break; case 0xA000: opcode = MOJOSHADER_PRESHADEROP_MIN_SCALAR; break; case 0xA010: opcode = MOJOSHADER_PRESHADEROP_MAX_SCALAR; break; case 0xA020: opcode = MOJOSHADER_PRESHADEROP_LT_SCALAR; break; case 0xA030: opcode = MOJOSHADER_PRESHADEROP_GE_SCALAR; break; case 0xA040: opcode = MOJOSHADER_PRESHADEROP_ADD_SCALAR; break; case 0xA050: opcode = MOJOSHADER_PRESHADEROP_MUL_SCALAR; break; case 0xA060: opcode = MOJOSHADER_PRESHADEROP_ATAN2_SCALAR; break; case 0xA080: opcode = MOJOSHADER_PRESHADEROP_DIV_SCALAR; break; case 0xD000: opcode = MOJOSHADER_PRESHADEROP_DOT_SCALAR; break; case 0xD020: opcode = MOJOSHADER_PRESHADEROP_NOISE_SCALAR; break; default: fail(ctx, "Unknown preshader opcode."); break; } // switch uint32 operand_count = SWAP32(fxlc.tokens[1]) + 1; // +1 for dest. inst->opcode = opcode; inst->element_count = (unsigned int) (opcodetok & 0xFF); inst->operand_count = (unsigned int) operand_count; fxlc.tokens += 2; fxlc.tokcount -= 2; if ((operand_count * 3) > fxlc.tokcount) { fail(ctx, "Bogus preshader FXLC block."); return; } // if MOJOSHADER_preshaderOperand *operand = inst->operands; while (operand_count--) { const unsigned int item = (unsigned int) SWAP32(fxlc.tokens[2]); // !!! FIXME: Is this used anywhere other than INPUT? -flibit const uint32 numarrays = SWAP32(fxlc.tokens[0]); switch (SWAP32(fxlc.tokens[1])) { case 1: // literal from CLIT block. { if (item > preshader->literal_count) { fail(ctx, "Bogus preshader literal index."); break; } // if operand->type = MOJOSHADER_PRESHADEROPERAND_LITERAL; break; } // case case 2: // item from ctabdata. { MOJOSHADER_symbol *sym = ctabdata.symbols; const uint32 symcount = (uint32) ctabdata.symbol_count; for (i = 0; i < symcount; i++, sym++) { const uint32 base = sym->register_index * 4; const uint32 count = sym->register_count * 4; assert(sym->register_set==MOJOSHADER_SYMREGSET_FLOAT4); if ( (base <= item) && ((base + count) > item) ) break; } // for if (i == ctabdata.symbol_count) { fail(ctx, "Bogus preshader input index."); break; } // if operand->type = MOJOSHADER_PRESHADEROPERAND_INPUT; if (numarrays > 0) { // malloc the array symbol name array const uint32 siz = numarrays * sizeof (uint32); operand->array_register_count = numarrays; operand->array_registers = (uint32 *) Malloc(ctx, siz); memset(operand->array_registers, '\0', siz); // Get each register base, indicating the arrays used. // !!! FIXME: fail if fxlc.tokcount*2 > numarrays ? for (i = 0; i < numarrays; i++) { const uint32 jmp = SWAP32(fxlc.tokens[4]); const uint32 bigjmp = (jmp >> 4) * 4; const uint32 ltljmp = (jmp >> 2) & 3; operand->array_registers[i] = bigjmp + ltljmp; fxlc.tokens += 2; fxlc.tokcount -= 2; } // for } // if break; } // case case 4: { operand->type = MOJOSHADER_PRESHADEROPERAND_OUTPUT; for (i = 0; i < output_map_count; i++) { const uint32 base = output_map[(i*2)] * 4; const uint32 count = output_map[(i*2)+1] * 4; if ( (base <= item) && ((base + count) > item) ) break; } // for if (i == output_map_count) { if (prsi.seen) // No PRSI tokens, no output map. fail(ctx, "Bogus preshader output index."); } // if break; } // case case 7: { operand->type = MOJOSHADER_PRESHADEROPERAND_TEMP; if (item >= preshader->temp_count) preshader->temp_count = item + 1; break; } // case default: assert(0 && "Unhandled fxlc.tokens[1] in parse_preshader!"); break; } // switch operand->index = item; fxlc.tokens += 3; fxlc.tokcount -= 3; operand++; } // while inst++; } // while // Registers need to be vec4, round up to nearest 4 preshader->temp_count = (preshader->temp_count + 3) & ~3; unsigned int largest = 0; const MOJOSHADER_symbol *sym = preshader->symbols; const uint32 symcount = (uint32) preshader->symbol_count; for (i = 0; i < symcount; i++, sym++) { const unsigned int val = sym->register_index + sym->register_count; if (val > largest) largest = val; } // for if (largest > 0) { const size_t len = largest * sizeof (float) * 4; preshader->registers = (float *) Malloc(ctx, len); memset(preshader->registers, '\0', len); preshader->register_count = largest; } // if #endif } // parse_preshader static int parse_comment_token(Context *ctx) { uint32 commenttoks = 0; if (is_comment_token(ctx, *ctx->tokens, &commenttoks)) { if ((commenttoks >= 2) && (commenttoks < ctx->tokencount)) { const uint32 id = SWAP32(ctx->tokens[1]); if (id == PRES_ID) parse_preshader(ctx, ctx->tokens + 2, commenttoks - 2); else if (id == CTAB_ID) { parse_constant_table(ctx, ctx->tokens, commenttoks * 4, ctx->version_token, 1, &ctx->ctab); } // else if } // if return commenttoks + 1; // comment data plus the initial token. } // if return 0; // not a comment token. } // parse_comment_token static int parse_end_token(Context *ctx) { if (SWAP32(*(ctx->tokens)) != 0x0000FFFF) // end token always 0x0000FFFF. return 0; // not us, eat no tokens. if (!ctx->know_shader_size) // this is the end of stream! ctx->tokencount = 1; else if (ctx->tokencount != 1) // we _must_ be last. If not: fail. fail(ctx, "end token before end of stream"); if (!isfail(ctx)) ctx->profile->end_emitter(ctx); return 1; } // parse_end_token static int parse_phase_token(Context *ctx) { // !!! FIXME: needs state; allow only one phase token per shader, I think? if (SWAP32(*(ctx->tokens)) != 0x0000FFFD) // phase token always 0x0000FFFD. return 0; // not us, eat no tokens. if ( (!shader_is_pixel(ctx)) || (!shader_version_exactly(ctx, 1, 4)) ) fail(ctx, "phase token only available in 1.4 pixel shaders"); if (!isfail(ctx)) ctx->profile->phase_emitter(ctx); return 1; } // parse_phase_token static int parse_token(Context *ctx) { int rc = 0; assert(ctx->output_stack_len == 0); if (ctx->tokencount == 0) fail(ctx, "unexpected end of shader."); else if ((rc = parse_comment_token(ctx)) != 0) return rc; else if ((rc = parse_end_token(ctx)) != 0) return rc; else if ((rc = parse_phase_token(ctx)) != 0) return rc; else if ((rc = parse_instruction_token(ctx)) != 0) return rc; failf(ctx, "unknown token (0x%x)", (uint) *ctx->tokens); return 1; // good luck! } // parse_token static int find_profile_id(const char *profile) { size_t i; for (i = 0; i < STATICARRAYLEN(profileMap); i++) { const char *name = profileMap[i].from; if (strcmp(name, profile) == 0) { profile = profileMap[i].to; break; } // if } // for for (i = 0; i < STATICARRAYLEN(profiles); i++) { const char *name = profiles[i].name; if (strcmp(name, profile) == 0) return i; } // for return -1; // no match. } // find_profile_id static Context *build_context(const char *profile, const char *mainfn, const unsigned char *tokenbuf, const unsigned int bufsize, const MOJOSHADER_swizzle *swiz, const unsigned int swizcount, const MOJOSHADER_samplerMap *smap, const unsigned int smapcount, MOJOSHADER_malloc m, MOJOSHADER_free f, void *d) { if (m == NULL) m = MOJOSHADER_internal_malloc; if (f == NULL) f = MOJOSHADER_internal_free; Context *ctx = (Context *) m(sizeof (Context), d); if (ctx == NULL) return NULL; memset(ctx, '\0', sizeof (Context)); ctx->malloc = m; ctx->free = f; ctx->malloc_data = d; ctx->tokens = (const uint32 *) tokenbuf; ctx->orig_tokens = (const uint32 *) tokenbuf; ctx->know_shader_size = (bufsize != 0); ctx->tokencount = ctx->know_shader_size ? (bufsize / sizeof (uint32)) : 0xFFFFFFFF; ctx->swizzles = swiz; ctx->swizzles_count = swizcount; ctx->samplermap = smap; ctx->samplermap_count = smapcount; ctx->endline = ENDLINE_STR; ctx->endline_len = strlen(ctx->endline); ctx->last_address_reg_component = -1; ctx->current_position = MOJOSHADER_POSITION_BEFORE; ctx->texm3x2pad_dst0 = -1; ctx->texm3x2pad_src0 = -1; ctx->texm3x3pad_dst0 = -1; ctx->texm3x3pad_src0 = -1; ctx->texm3x3pad_dst1 = -1; ctx->texm3x3pad_src1 = -1; ctx->errors = errorlist_create(MallocBridge, FreeBridge, ctx); if (ctx->errors == NULL) { f(ctx, d); return NULL; } // if if (!set_output(ctx, &ctx->mainline)) { errorlist_destroy(ctx->errors); f(ctx, d); return NULL; } // if if (mainfn != NULL) { if (strlen(mainfn) > 55) // !!! FIXME: just to keep things sane. Lots of hardcoded stack arrays... failf(ctx, "Main function name '%s' is too big", mainfn); else ctx->mainfn = StrDup(ctx, mainfn); } // if if (profile != NULL) { const int profileid = find_profile_id(profile); ctx->profileid = profileid; if (profileid >= 0) ctx->profile = &profiles[profileid]; else failf(ctx, "Profile '%s' is unknown or unsupported", profile); } // if return ctx; } // build_context static void free_constants_list(MOJOSHADER_free f, void *d, ConstantsList *item) { while (item != NULL) { ConstantsList *next = item->next; f(item, d); item = next; } // while } // free_constants_list static void free_variable_list(MOJOSHADER_free f, void *d, VariableList *item) { while (item != NULL) { VariableList *next = item->next; f(item, d); item = next; } // while } // free_variable_list static void free_sym_typeinfo(MOJOSHADER_free f, void *d, MOJOSHADER_symbolTypeInfo *typeinfo) { unsigned int i; for (i = 0; i < typeinfo->member_count; i++) { f((void *) typeinfo->members[i].name, d); free_sym_typeinfo(f, d, &typeinfo->members[i].info); } // for f((void *) typeinfo->members, d); } // free_sym_members static void free_symbols(MOJOSHADER_free f, void *d, MOJOSHADER_symbol *syms, const int symcount) { int i; for (i = 0; i < symcount; i++) { f((void *) syms[i].name, d); free_sym_typeinfo(f, d, &syms[i].info); } // for f((void *) syms, d); } // free_symbols static void destroy_context(Context *ctx) { if (ctx != NULL) { MOJOSHADER_free f = ((ctx->free != NULL) ? ctx->free : MOJOSHADER_internal_free); void *d = ctx->malloc_data; buffer_destroy(ctx->preflight); buffer_destroy(ctx->globals); buffer_destroy(ctx->inputs); buffer_destroy(ctx->outputs); buffer_destroy(ctx->helpers); buffer_destroy(ctx->subroutines); buffer_destroy(ctx->mainline_intro); buffer_destroy(ctx->mainline_arguments); buffer_destroy(ctx->mainline_top); buffer_destroy(ctx->mainline); buffer_destroy(ctx->postflight); buffer_destroy(ctx->ignore); free_constants_list(f, d, ctx->constants); free_reglist(f, d, ctx->used_registers.next); free_reglist(f, d, ctx->defined_registers.next); free_reglist(f, d, ctx->uniforms.next); free_reglist(f, d, ctx->attributes.next); free_reglist(f, d, ctx->samplers.next); free_variable_list(f, d, ctx->variables); errorlist_destroy(ctx->errors); free_symbols(f, d, ctx->ctab.symbols, ctx->ctab.symbol_count); MOJOSHADER_freePreshader(ctx->preshader); f((void *) ctx->mainfn, d); f(ctx, d); } // if } // destroy_context static char *build_output(Context *ctx, size_t *len) { // add a byte for a null terminator. Buffer *buffers[] = { ctx->preflight, ctx->globals, ctx->inputs, ctx->outputs, ctx->helpers, ctx->subroutines, ctx->mainline_intro, ctx->mainline_arguments, ctx->mainline_top, ctx->mainline, ctx->postflight // don't append ctx->ignore ... that's why it's called "ignore" }; char *retval = buffer_merge(buffers, STATICARRAYLEN(buffers), len); return retval; } // build_output static inline const char *alloc_varname(Context *ctx, const RegisterList *reg) { return ctx->profile->get_varname(ctx, reg->regtype, reg->regnum); } // alloc_varname // !!! FIXME: this code is sort of hard to follow: // !!! FIXME: "var->used" only applies to arrays (at the moment, at least, // !!! FIXME: but this might be buggy at a later time?), and this code // !!! FIXME: relies on that. // !!! FIXME: "variables" means "things we found in a CTAB" but it's not // !!! FIXME: all registers, etc. // !!! FIXME: "const_array" means an array for d3d "const" registers (c0, c1, // !!! FIXME: etc), but not a constant array, although they _can_ be. // !!! FIXME: It's just a mess. :/ static MOJOSHADER_uniform *build_uniforms(Context *ctx) { const size_t len = sizeof (MOJOSHADER_uniform) * ctx->uniform_count; MOJOSHADER_uniform *retval = (MOJOSHADER_uniform *) Malloc(ctx, len); if (retval != NULL) { MOJOSHADER_uniform *wptr = retval; memset(wptr, '\0', len); VariableList *var; int written = 0; for (var = ctx->variables; var != NULL; var = var->next) { if (var->used) { const char *name = ctx->profile->get_const_array_varname(ctx, var->index, var->count); if (name != NULL) { wptr->type = MOJOSHADER_UNIFORM_FLOAT; wptr->index = var->index; wptr->array_count = var->count; wptr->constant = (var->constant != NULL) ? 1 : 0; wptr->name = name; wptr++; written++; } // if } // if } // for RegisterList *item = ctx->uniforms.next; MOJOSHADER_uniformType type = MOJOSHADER_UNIFORM_FLOAT; while (written < ctx->uniform_count) { int skip = 0; // !!! FIXME: does this fail if written > ctx->uniform_count? if (item == NULL) { fail(ctx, "BUG: mismatched uniform list and count"); break; } // if int index = item->regnum; switch (item->regtype) { case REG_TYPE_CONST: skip = (item->array != NULL); type = MOJOSHADER_UNIFORM_FLOAT; break; case REG_TYPE_CONSTINT: type = MOJOSHADER_UNIFORM_INT; break; case REG_TYPE_CONSTBOOL: type = MOJOSHADER_UNIFORM_BOOL; break; default: fail(ctx, "unknown uniform datatype"); break; } // switch if (!skip) { wptr->type = type; wptr->index = index; wptr->array_count = 0; wptr->name = alloc_varname(ctx, item); wptr++; written++; } // if item = item->next; } // for } // if return retval; } // build_uniforms static MOJOSHADER_constant *build_constants(Context *ctx) { const size_t len = sizeof (MOJOSHADER_constant) * ctx->constant_count; MOJOSHADER_constant *retval = (MOJOSHADER_constant *) Malloc(ctx, len); if (retval != NULL) { ConstantsList *item = ctx->constants; int i; for (i = 0; i < ctx->constant_count; i++) { if (item == NULL) { fail(ctx, "BUG: mismatched constant list and count"); break; } // if memcpy(&retval[i], &item->constant, sizeof (MOJOSHADER_constant)); item = item->next; } // for } // if return retval; } // build_constants static MOJOSHADER_sampler *build_samplers(Context *ctx) { const size_t len = sizeof (MOJOSHADER_sampler) * ctx->sampler_count; MOJOSHADER_sampler *retval = (MOJOSHADER_sampler *) Malloc(ctx, len); if (retval != NULL) { RegisterList *item = ctx->samplers.next; int i; memset(retval, '\0', len); for (i = 0; i < ctx->sampler_count; i++) { if (item == NULL) { fail(ctx, "BUG: mismatched sampler list and count"); break; } // if assert(item->regtype == REG_TYPE_SAMPLER); retval[i].type = cvtD3DToMojoSamplerType((TextureType) item->index); retval[i].index = item->regnum; retval[i].name = alloc_varname(ctx, item); retval[i].texbem = (item->misc != 0) ? 1 : 0; item = item->next; } // for } // if return retval; } // build_samplers static MOJOSHADER_attribute *build_attributes(Context *ctx, int *_count) { int count = 0; if (ctx->attribute_count == 0) { *_count = 0; return NULL; // nothing to do. } // if const size_t len = sizeof (MOJOSHADER_attribute) * ctx->attribute_count; MOJOSHADER_attribute *retval = (MOJOSHADER_attribute *) Malloc(ctx, len); if (retval != NULL) { RegisterList *item = ctx->attributes.next; MOJOSHADER_attribute *wptr = retval; int ignore = 0; int i; memset(retval, '\0', len); for (i = 0; i < ctx->attribute_count; i++) { if (item == NULL) { fail(ctx, "BUG: mismatched attribute list and count"); break; } // if switch (item->regtype) { case REG_TYPE_RASTOUT: case REG_TYPE_ATTROUT: case REG_TYPE_TEXCRDOUT: case REG_TYPE_COLOROUT: case REG_TYPE_DEPTHOUT: ignore = 1; break; default: ignore = 0; break; } // switch if (!ignore) { wptr->usage = item->usage; wptr->index = item->index; wptr->name = alloc_varname(ctx, item); wptr++; count++; } // if item = item->next; } // for } // if *_count = count; return retval; } // build_attributes static MOJOSHADER_attribute *build_outputs(Context *ctx, int *_count) { int count = 0; if (ctx->attribute_count == 0) { *_count = 0; return NULL; // nothing to do. } // if const size_t len = sizeof (MOJOSHADER_attribute) * ctx->attribute_count; MOJOSHADER_attribute *retval = (MOJOSHADER_attribute *) Malloc(ctx, len); if (retval != NULL) { RegisterList *item = ctx->attributes.next; MOJOSHADER_attribute *wptr = retval; int i; memset(retval, '\0', len); for (i = 0; i < ctx->attribute_count; i++) { if (item == NULL) { fail(ctx, "BUG: mismatched attribute list and count"); break; } // if switch (item->regtype) { case REG_TYPE_RASTOUT: case REG_TYPE_ATTROUT: case REG_TYPE_TEXCRDOUT: case REG_TYPE_COLOROUT: case REG_TYPE_DEPTHOUT: wptr->usage = item->usage; wptr->index = item->index; wptr->name = alloc_varname(ctx, item); wptr++; count++; break; default: break; } // switch item = item->next; } // for } // if *_count = count; return retval; } // build_outputs static MOJOSHADER_parseData *build_parsedata(Context *ctx) { char *output = NULL; MOJOSHADER_constant *constants = NULL; MOJOSHADER_uniform *uniforms = NULL; MOJOSHADER_attribute *attributes = NULL; MOJOSHADER_attribute *outputs = NULL; MOJOSHADER_sampler *samplers = NULL; MOJOSHADER_swizzle *swizzles = NULL; MOJOSHADER_error *errors = NULL; MOJOSHADER_parseData *retval = NULL; size_t output_len = 0; int attribute_count = 0; int output_count = 0; if (ctx->out_of_memory) return &MOJOSHADER_out_of_mem_data; retval = (MOJOSHADER_parseData*) Malloc(ctx, sizeof(MOJOSHADER_parseData)); if (retval == NULL) return &MOJOSHADER_out_of_mem_data; memset(retval, '\0', sizeof (MOJOSHADER_parseData)); if (!isfail(ctx)) output = build_output(ctx, &output_len); if (!isfail(ctx)) constants = build_constants(ctx); if (!isfail(ctx)) uniforms = build_uniforms(ctx); if (!isfail(ctx)) attributes = build_attributes(ctx, &attribute_count); if (!isfail(ctx)) outputs = build_outputs(ctx, &output_count); if (!isfail(ctx)) samplers = build_samplers(ctx); const int error_count = errorlist_count(ctx->errors); errors = errorlist_flatten(ctx->errors); if (!isfail(ctx)) { if (ctx->swizzles_count > 0) { const int len = ctx->swizzles_count * sizeof (MOJOSHADER_swizzle); swizzles = (MOJOSHADER_swizzle *) Malloc(ctx, len); if (swizzles != NULL) memcpy(swizzles, ctx->swizzles, len); } // if } // if // check again, in case build_output, etc, ran out of memory. if (isfail(ctx)) { int i; Free(ctx, output); Free(ctx, constants); Free(ctx, swizzles); if (uniforms != NULL) { for (i = 0; i < ctx->uniform_count; i++) Free(ctx, (void *) uniforms[i].name); Free(ctx, uniforms); } // if if (attributes != NULL) { for (i = 0; i < attribute_count; i++) Free(ctx, (void *) attributes[i].name); Free(ctx, attributes); } // if if (outputs != NULL) { for (i = 0; i < output_count; i++) Free(ctx, (void *) outputs[i].name); Free(ctx, outputs); } // if if (samplers != NULL) { for (i = 0; i < ctx->sampler_count; i++) Free(ctx, (void *) samplers[i].name); Free(ctx, samplers); } // if if (ctx->out_of_memory) { for (i = 0; i < error_count; i++) { Free(ctx, (void *) errors[i].filename); Free(ctx, (void *) errors[i].error); } // for Free(ctx, errors); Free(ctx, retval); return &MOJOSHADER_out_of_mem_data; } // if } // if else { retval->profile = ctx->profile->name; retval->output = output; retval->output_len = (int) output_len; retval->instruction_count = ctx->instruction_count; retval->shader_type = ctx->shader_type; retval->major_ver = (int) ctx->major_ver; retval->minor_ver = (int) ctx->minor_ver; retval->uniform_count = ctx->uniform_count; retval->uniforms = uniforms; retval->constant_count = ctx->constant_count; retval->constants = constants; retval->sampler_count = ctx->sampler_count; retval->samplers = samplers; retval->attribute_count = attribute_count; retval->attributes = attributes; retval->output_count = output_count; retval->outputs = outputs; retval->swizzle_count = ctx->swizzles_count; retval->swizzles = swizzles; retval->symbol_count = ctx->ctab.symbol_count; retval->symbols = ctx->ctab.symbols; retval->preshader = ctx->preshader; retval->mainfn = ctx->mainfn; #if SUPPORT_PROFILE_SPIRV if (strcmp(retval->profile, MOJOSHADER_PROFILE_SPIRV) == 0 || strcmp(retval->profile, MOJOSHADER_PROFILE_GLSPIRV) == 0) { size_t i, max; int binary_size = retval->output_len - sizeof(SpirvPatchTable); uint32 *binary = (uint32 *) retval->output; SpirvPatchTable *table = (SpirvPatchTable *) &retval->output[binary_size]; if (table->vpflip.offset) binary[table->vpflip.offset] = table->vpflip.location; if (table->array_vec4.offset) binary[table->array_vec4.offset] = table->array_vec4.location; if (table->array_ivec4.offset) binary[table->array_ivec4.offset] = table->array_ivec4.location; if (table->array_bool.offset) binary[table->array_bool.offset] = table->array_bool.location; for (i = 0, max = STATICARRAYLEN(table->samplers); i < max; i++) { SpirvPatchEntry entry = table->samplers[i]; if (entry.offset) binary[entry.offset] = entry.location; } // for } // if #endif // SUPPORT_PROFILE_SPIRV // we don't own these now, retval does. ctx->ctab.symbols = NULL; ctx->preshader = NULL; ctx->ctab.symbol_count = 0; ctx->mainfn = NULL; } // else retval->error_count = error_count; retval->errors = errors; retval->malloc = (ctx->malloc == MOJOSHADER_internal_malloc) ? NULL : ctx->malloc; retval->free = (ctx->free == MOJOSHADER_internal_free) ? NULL : ctx->free; retval->malloc_data = ctx->malloc_data; return retval; } // build_parsedata static void process_definitions(Context *ctx) { // !!! FIXME: apparently, pre ps_3_0, sampler registers don't need to be // !!! FIXME: DCL'd before use (default to 2d?). We aren't checking // !!! FIXME: this at the moment, though. determine_constants_arrays(ctx); // in case this hasn't been called yet. RegisterList *uitem = &ctx->uniforms; RegisterList *prev = &ctx->used_registers; RegisterList *item = prev->next; while (item != NULL) { RegisterList *next = item->next; const RegisterType regtype = item->regtype; const int regnum = item->regnum; MOJOSHADER_usage usage; if (!get_defined_register(ctx, regtype, regnum)) { // haven't already dealt with this one. switch (regtype) { // !!! FIXME: I'm not entirely sure this is right... case REG_TYPE_RASTOUT: case REG_TYPE_ATTROUT: case REG_TYPE_TEXCRDOUT: case REG_TYPE_COLOROUT: case REG_TYPE_DEPTHOUT: if (shader_is_vertex(ctx)&&shader_version_atleast(ctx,3,0)) { fail(ctx, "vs_3 can't use output registers" " without declaring them first."); return; } // if // Apparently this is an attribute that wasn't DCL'd. // Add it to the attribute list; deal with it later. if (regtype == REG_TYPE_RASTOUT) { if ((RastOutType) regnum == RASTOUT_TYPE_POSITION) usage = MOJOSHADER_USAGE_POSITION; else if ((RastOutType) regnum == RASTOUT_TYPE_FOG) usage = MOJOSHADER_USAGE_FOG; else if ((RastOutType) regnum==RASTOUT_TYPE_POINT_SIZE) usage = MOJOSHADER_USAGE_POINTSIZE; } // if else if (regtype == REG_TYPE_ATTROUT || regtype == REG_TYPE_COLOROUT) { usage = MOJOSHADER_USAGE_COLOR; } // else if else if (regtype == REG_TYPE_TEXCRDOUT) usage = MOJOSHADER_USAGE_TEXCOORD; else if (regtype == REG_TYPE_DEPTHOUT) usage = MOJOSHADER_USAGE_DEPTH; add_attribute_register(ctx, regtype, regnum, usage, regnum, 0xF, 0); break; case REG_TYPE_ADDRESS: case REG_TYPE_PREDICATE: case REG_TYPE_TEMP: case REG_TYPE_LOOP: case REG_TYPE_LABEL: ctx->profile->global_emitter(ctx, regtype, regnum); break; case REG_TYPE_CONST: case REG_TYPE_CONSTINT: case REG_TYPE_CONSTBOOL: // separate uniforms into a different list for now. prev->next = next; item->next = NULL; uitem->next = item; uitem = item; item = prev; break; case REG_TYPE_INPUT: // You don't have to dcl_ your inputs in Shader Model 1. if (!shader_version_atleast(ctx,2,0)) { if (shader_is_pixel(ctx)) { add_attribute_register(ctx, regtype, regnum, MOJOSHADER_USAGE_COLOR, regnum, 0xF, 0); break; } // if else if (shader_is_vertex(ctx)) { int index = 0; shader_model_1_input_usage(regnum, &usage, &index); if (usage != MOJOSHADER_USAGE_UNKNOWN) { add_attribute_register(ctx, regtype, regnum, usage, index, 0xF, 0); break; } // if } // else if } // if // fall through... default: fail(ctx, "BUG: we used a register we don't know how to define."); } // switch } // if prev = item; item = next; } // while // okay, now deal with uniform/constant arrays... for (VariableList *var = ctx->variables; var != NULL; var = var->next) { if (var->used) { if (var->constant) { ctx->profile->const_array_emitter(ctx, var->constant, var->index, var->count); } // if else { ctx->profile->array_emitter(ctx, var); ctx->uniform_float4_count += var->count; } // else ctx->uniform_count++; } // if } // for // ...and uniforms... for (item = ctx->uniforms.next; item != NULL; item = item->next) { int arraysize = -1; VariableList *var = NULL; // check if this is a register contained in an array... if (item->regtype == REG_TYPE_CONST) { for (var = ctx->variables; var != NULL; var = var->next) { if (!var->used) continue; const int regnum = item->regnum; const int lo = var->index; if ( (regnum >= lo) && (regnum < (lo + var->count)) ) { assert(!var->constant); item->array = var; // used when building parseData. arraysize = var->count; break; } // if } // for } // if ctx->profile->uniform_emitter(ctx, item->regtype, item->regnum, var); if (arraysize < 0) // not part of an array? { ctx->uniform_count++; switch (item->regtype) { case REG_TYPE_CONST: ctx->uniform_float4_count++; break; case REG_TYPE_CONSTINT: ctx->uniform_int4_count++; break; case REG_TYPE_CONSTBOOL: ctx->uniform_bool_count++; break; default: break; } // switch } // if } // for // ...and samplers... for (item = ctx->samplers.next; item != NULL; item = item->next) { ctx->sampler_count++; ctx->profile->sampler_emitter(ctx, item->regnum, (TextureType) item->index, item->misc != 0); } // for // ...and attributes... for (item = ctx->attributes.next; item != NULL; item = item->next) { ctx->attribute_count++; ctx->profile->attribute_emitter(ctx, item->regtype, item->regnum, item->usage, item->index, item->writemask, item->misc); } // for } // process_definitions static void verify_swizzles(Context *ctx) { size_t i; const char *failmsg = "invalid swizzle"; for (i = 0; i < ctx->swizzles_count; i++) { const MOJOSHADER_swizzle *swiz = &ctx->swizzles[i]; if (swiz->swizzles[0] > 3) { fail(ctx, failmsg); return; } if (swiz->swizzles[1] > 3) { fail(ctx, failmsg); return; } if (swiz->swizzles[2] > 3) { fail(ctx, failmsg); return; } if (swiz->swizzles[3] > 3) { fail(ctx, failmsg); return; } } // for } // verify_swizzles // API entry point... // !!! FIXME: // MSDN: "Shader validation will fail CreatePixelShader on any shader that // attempts to read from a temporary register that has not been written by a // previous instruction." (true for ps_1_*, maybe others). Check this. const MOJOSHADER_parseData *MOJOSHADER_parse(const char *profile, const char *mainfn, const unsigned char *tokenbuf, const unsigned int bufsize, const MOJOSHADER_swizzle *swiz, const unsigned int swizcount, const MOJOSHADER_samplerMap *smap, const unsigned int smapcount, MOJOSHADER_malloc m, MOJOSHADER_free f, void *d) { MOJOSHADER_parseData *retval = NULL; Context *ctx = NULL; int rc = 0; int failed = 0; if ( ((m == NULL) && (f != NULL)) || ((m != NULL) && (f == NULL)) ) return &MOJOSHADER_out_of_mem_data; // supply both or neither. ctx = build_context(profile, mainfn, tokenbuf, bufsize, swiz, swizcount, smap, smapcount, m, f, d); if (ctx == NULL) return &MOJOSHADER_out_of_mem_data; if (profile == NULL) // build_context allows NULL; check this ourselves. fail(ctx, "Profile name is NULL"); if (isfail(ctx)) { retval = build_parsedata(ctx); destroy_context(ctx); return retval; } // if verify_swizzles(ctx); if (!ctx->mainfn) ctx->mainfn = StrDup(ctx, "main"); // Version token always comes first. ctx->current_position = 0; rc = parse_version_token(ctx, profile); // drop out now if this definitely isn't bytecode. Saves lots of // meaningless errors flooding through. if (rc < 0) { retval = build_parsedata(ctx); destroy_context(ctx); return retval; } // if if ( ((uint32) rc) > ctx->tokencount ) { fail(ctx, "Corrupted or truncated shader"); ctx->tokencount = rc; } // if adjust_token_position(ctx, rc); // parse out the rest of the tokens after the version token... while (ctx->tokencount > 0) { if (!ctx->know_shader_size) ctx->tokencount = 0xFFFFFFFF; // keep this value obscenely large. // reset for each token. if (isfail(ctx)) { failed = 1; ctx->isfail = 0; } // if rc = parse_token(ctx); if ( ((uint32) rc) > ctx->tokencount ) { fail(ctx, "Corrupted or truncated shader"); break; } // if adjust_token_position(ctx, rc); } // while ctx->current_position = MOJOSHADER_POSITION_AFTER; // for ps_1_*, the output color is written to r0...throw an // error if this register was never written. This isn't // important for vertex shaders, or shader model 2+. if (shader_is_pixel(ctx) && !shader_version_atleast(ctx, 2, 0)) { if (!register_was_written(ctx, REG_TYPE_TEMP, 0)) fail(ctx, "r0 (pixel shader 1.x color output) never written to"); } // if if (!failed) { process_definitions(ctx); failed = isfail(ctx); } // if if (!failed) ctx->profile->finalize_emitter(ctx); ctx->isfail = failed; retval = build_parsedata(ctx); destroy_context(ctx); return retval; } // MOJOSHADER_parse void MOJOSHADER_freeParseData(const MOJOSHADER_parseData *_data) { MOJOSHADER_parseData *data = (MOJOSHADER_parseData *) _data; if ((data == NULL) || (data == &MOJOSHADER_out_of_mem_data)) return; // no-op. MOJOSHADER_free f = (data->free == NULL) ? MOJOSHADER_internal_free : data->free; void *d = data->malloc_data; int i; // we don't f(data->profile), because that's internal static data. f((void *) data->mainfn, d); f((void *) data->output, d); f((void *) data->constants, d); f((void *) data->swizzles, d); for (i = 0; i < data->error_count; i++) { f((void *) data->errors[i].error, d); f((void *) data->errors[i].filename, d); } // for f((void *) data->errors, d); for (i = 0; i < data->uniform_count; i++) f((void *) data->uniforms[i].name, d); f((void *) data->uniforms, d); for (i = 0; i < data->attribute_count; i++) f((void *) data->attributes[i].name, d); f((void *) data->attributes, d); for (i = 0; i < data->output_count; i++) f((void *) data->outputs[i].name, d); f((void *) data->outputs, d); for (i = 0; i < data->sampler_count; i++) f((void *) data->samplers[i].name, d); f((void *) data->samplers, d); free_symbols(f, d, data->symbols, data->symbol_count); MOJOSHADER_freePreshader(data->preshader); f(data, d); } // MOJOSHADER_freeParseData int MOJOSHADER_version(void) { return MOJOSHADER_VERSION; } // MOJOSHADER_version const char *MOJOSHADER_changeset(void) { return MOJOSHADER_CHANGESET; } // MOJOSHADER_changeset int MOJOSHADER_maxShaderModel(const char *profile) { #define PROFILE_SHADER_MODEL(p,v) if (strcmp(profile, p) == 0) return v; PROFILE_SHADER_MODEL(MOJOSHADER_PROFILE_D3D, 3); PROFILE_SHADER_MODEL(MOJOSHADER_PROFILE_BYTECODE, 3); PROFILE_SHADER_MODEL(MOJOSHADER_PROFILE_HLSL, 3); PROFILE_SHADER_MODEL(MOJOSHADER_PROFILE_GLSL, 3); PROFILE_SHADER_MODEL(MOJOSHADER_PROFILE_GLSL120, 3); PROFILE_SHADER_MODEL(MOJOSHADER_PROFILE_GLSLES, 3); PROFILE_SHADER_MODEL(MOJOSHADER_PROFILE_ARB1, 2); PROFILE_SHADER_MODEL(MOJOSHADER_PROFILE_NV2, 2); PROFILE_SHADER_MODEL(MOJOSHADER_PROFILE_NV3, 2); PROFILE_SHADER_MODEL(MOJOSHADER_PROFILE_NV4, 3); PROFILE_SHADER_MODEL(MOJOSHADER_PROFILE_METAL, 3); PROFILE_SHADER_MODEL(MOJOSHADER_PROFILE_SPIRV, 3); PROFILE_SHADER_MODEL(MOJOSHADER_PROFILE_GLSPIRV, 3); #undef PROFILE_SHADER_MODEL return -1; // unknown profile? } // MOJOSHADER_maxShaderModel const MOJOSHADER_preshader *MOJOSHADER_parsePreshader(const unsigned char *buf, const unsigned int buflen, MOJOSHADER_malloc m, MOJOSHADER_free f, void *d) { MOJOSHADER_preshader *retval = NULL; // We need just enough Context for allocators and error state. Context *ctx = build_context(NULL, NULL, buf, buflen, NULL, 0, NULL, 0, m, f, d); parse_preshader(ctx, ctx->tokens, ctx->tokencount); if (!isfail(ctx)) { retval = ctx->preshader; ctx->preshader = NULL; // don't let destroy_context() eat the retval. } // if destroy_context(ctx); return retval; } // MOJOSHADER_parsePreshader void MOJOSHADER_freePreshader(const MOJOSHADER_preshader *preshader) { if (preshader != NULL) { unsigned int i, j; void *d = preshader->malloc_data; MOJOSHADER_free f = preshader->free; if (f == NULL) f = MOJOSHADER_internal_free; f((void *) preshader->literals, d); for (i = 0; i < preshader->instruction_count; i++) { for (j = 0; j < preshader->instructions[i].operand_count; j++) f((void *) preshader->instructions[i].operands[j].array_registers, d); } // for f((void *) preshader->instructions, d); f((void *) preshader->registers, d); free_symbols(f, d, preshader->symbols, preshader->symbol_count); f((void *) preshader, d); } // if } // MOJOSHADER_freePreshader // end of mojoshader.c ...