/* * d3dbc (Direct3D shader models 1-3 bytecode) support * * Copyright 2002-2003 Jason Edmeades * Copyright 2002-2003 Raphael Junqueira * Copyright 2004 Christian Costa * Copyright 2005 Oliver Stieber * Copyright 2006 Ivan Gyurdiev * Copyright 2007-2008 Stefan Dösinger for CodeWeavers * Copyright 2009, 2021 Henri Verbeet for CodeWeavers * Copyright 2019-2020 Zebediah Figura for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "hlsl.h" #define VKD3D_SM1_VS 0xfffeu #define VKD3D_SM1_PS 0xffffu #define VKD3D_SM1_DCL_USAGE_SHIFT 0u #define VKD3D_SM1_DCL_USAGE_MASK (0xfu << VKD3D_SM1_DCL_USAGE_SHIFT) #define VKD3D_SM1_DCL_USAGE_INDEX_SHIFT 16u #define VKD3D_SM1_DCL_USAGE_INDEX_MASK (0xfu << VKD3D_SM1_DCL_USAGE_INDEX_SHIFT) #define VKD3D_SM1_RESOURCE_TYPE_SHIFT 27u #define VKD3D_SM1_RESOURCE_TYPE_MASK (0xfu << VKD3D_SM1_RESOURCE_TYPE_SHIFT) #define VKD3D_SM1_OPCODE_MASK 0x0000ffffu #define VKD3D_SM1_INSTRUCTION_FLAGS_SHIFT 16u #define VKD3D_SM1_INSTRUCTION_FLAGS_MASK (0xffu << VKD3D_SM1_INSTRUCTION_FLAGS_SHIFT) #define VKD3D_SM1_INSTRUCTION_LENGTH_SHIFT 24u #define VKD3D_SM1_INSTRUCTION_LENGTH_MASK (0xfu << VKD3D_SM1_INSTRUCTION_LENGTH_SHIFT) #define VKD3D_SM1_COISSUE (0x1u << 30u) #define VKD3D_SM1_COMMENT_SIZE_SHIFT 16u #define VKD3D_SM1_COMMENT_SIZE_MASK (0x7fffu << VKD3D_SM1_COMMENT_SIZE_SHIFT) #define VKD3D_SM1_INSTRUCTION_PREDICATED (0x1u << 28u) #define VKD3D_SM1_INSTRUCTION_PARAMETER (0x1u << 31u) #define VKD3D_SM1_REGISTER_NUMBER_MASK 0x000007ffu #define VKD3D_SM1_REGISTER_TYPE_SHIFT 28u #define VKD3D_SM1_REGISTER_TYPE_MASK (0x7u << VKD3D_SM1_REGISTER_TYPE_SHIFT) #define VKD3D_SM1_REGISTER_TYPE_SHIFT2 8u #define VKD3D_SM1_REGISTER_TYPE_MASK2 (0x18u << VKD3D_SM1_REGISTER_TYPE_SHIFT2) #define VKD3D_SM1_ADDRESS_MODE_SHIFT 13u #define VKD3D_SM1_ADDRESS_MODE_MASK (0x1u << VKD3D_SM1_ADDRESS_MODE_SHIFT) #define VKD3D_SM1_DST_MODIFIER_SHIFT 20u #define VKD3D_SM1_DST_MODIFIER_MASK (0xfu << VKD3D_SM1_DST_MODIFIER_SHIFT) #define VKD3D_SM1_DSTSHIFT_SHIFT 24u #define VKD3D_SM1_DSTSHIFT_MASK (0xfu << VKD3D_SM1_DSTSHIFT_SHIFT) #define VKD3D_SM1_WRITEMASK_SHIFT 16u #define VKD3D_SM1_WRITEMASK_MASK (0xfu << VKD3D_SM1_WRITEMASK_SHIFT) #define VKD3D_SM1_SWIZZLE_SHIFT 16u #define VKD3D_SM1_SWIZZLE_MASK (0xffu << VKD3D_SM1_SWIZZLE_SHIFT) #define VKD3D_SM1_SWIZZLE_DEFAULT (0u | (1u << 2) | (2u << 4) | (3u << 6)) #define VKD3D_SM1_SWIZZLE_COMPONENT_SHIFT(idx) (2u * (idx)) #define VKD3D_SM1_SWIZZLE_COMPONENT_MASK(idx) (0x3u << VKD3D_SM1_SWIZZLE_COMPONENT_SHIFT(idx)) #define VKD3D_SM1_SRC_MODIFIER_SHIFT 24u #define VKD3D_SM1_SRC_MODIFIER_MASK (0xfu << VKD3D_SM1_SRC_MODIFIER_SHIFT) #define VKD3D_SM1_END 0x0000ffffu #define VKD3D_SM1_VERSION_MAJOR(version) (((version) >> 8u) & 0xffu) #define VKD3D_SM1_VERSION_MINOR(version) (((version) >> 0u) & 0xffu) enum vkd3d_sm1_address_mode_type { VKD3D_SM1_ADDRESS_MODE_ABSOLUTE = 0x0, VKD3D_SM1_ADDRESS_MODE_RELATIVE = 0x1, }; enum vkd3d_sm1_resource_type { VKD3D_SM1_RESOURCE_UNKNOWN = 0x0, VKD3D_SM1_RESOURCE_TEXTURE_1D = 0x1, VKD3D_SM1_RESOURCE_TEXTURE_2D = 0x2, VKD3D_SM1_RESOURCE_TEXTURE_CUBE = 0x3, VKD3D_SM1_RESOURCE_TEXTURE_3D = 0x4, }; enum vkd3d_sm1_opcode { VKD3D_SM1_OP_NOP = 0x00, VKD3D_SM1_OP_MOV = 0x01, VKD3D_SM1_OP_ADD = 0x02, VKD3D_SM1_OP_SUB = 0x03, VKD3D_SM1_OP_MAD = 0x04, VKD3D_SM1_OP_MUL = 0x05, VKD3D_SM1_OP_RCP = 0x06, VKD3D_SM1_OP_RSQ = 0x07, VKD3D_SM1_OP_DP3 = 0x08, VKD3D_SM1_OP_DP4 = 0x09, VKD3D_SM1_OP_MIN = 0x0a, VKD3D_SM1_OP_MAX = 0x0b, VKD3D_SM1_OP_SLT = 0x0c, VKD3D_SM1_OP_SGE = 0x0d, VKD3D_SM1_OP_EXP = 0x0e, VKD3D_SM1_OP_LOG = 0x0f, VKD3D_SM1_OP_LIT = 0x10, VKD3D_SM1_OP_DST = 0x11, VKD3D_SM1_OP_LRP = 0x12, VKD3D_SM1_OP_FRC = 0x13, VKD3D_SM1_OP_M4x4 = 0x14, VKD3D_SM1_OP_M4x3 = 0x15, VKD3D_SM1_OP_M3x4 = 0x16, VKD3D_SM1_OP_M3x3 = 0x17, VKD3D_SM1_OP_M3x2 = 0x18, VKD3D_SM1_OP_CALL = 0x19, VKD3D_SM1_OP_CALLNZ = 0x1a, VKD3D_SM1_OP_LOOP = 0x1b, VKD3D_SM1_OP_RET = 0x1c, VKD3D_SM1_OP_ENDLOOP = 0x1d, VKD3D_SM1_OP_LABEL = 0x1e, VKD3D_SM1_OP_DCL = 0x1f, VKD3D_SM1_OP_POW = 0x20, VKD3D_SM1_OP_CRS = 0x21, VKD3D_SM1_OP_SGN = 0x22, VKD3D_SM1_OP_ABS = 0x23, VKD3D_SM1_OP_NRM = 0x24, VKD3D_SM1_OP_SINCOS = 0x25, VKD3D_SM1_OP_REP = 0x26, VKD3D_SM1_OP_ENDREP = 0x27, VKD3D_SM1_OP_IF = 0x28, VKD3D_SM1_OP_IFC = 0x29, VKD3D_SM1_OP_ELSE = 0x2a, VKD3D_SM1_OP_ENDIF = 0x2b, VKD3D_SM1_OP_BREAK = 0x2c, VKD3D_SM1_OP_BREAKC = 0x2d, VKD3D_SM1_OP_MOVA = 0x2e, VKD3D_SM1_OP_DEFB = 0x2f, VKD3D_SM1_OP_DEFI = 0x30, VKD3D_SM1_OP_TEXCOORD = 0x40, VKD3D_SM1_OP_TEXKILL = 0x41, VKD3D_SM1_OP_TEX = 0x42, VKD3D_SM1_OP_TEXBEM = 0x43, VKD3D_SM1_OP_TEXBEML = 0x44, VKD3D_SM1_OP_TEXREG2AR = 0x45, VKD3D_SM1_OP_TEXREG2GB = 0x46, VKD3D_SM1_OP_TEXM3x2PAD = 0x47, VKD3D_SM1_OP_TEXM3x2TEX = 0x48, VKD3D_SM1_OP_TEXM3x3PAD = 0x49, VKD3D_SM1_OP_TEXM3x3TEX = 0x4a, VKD3D_SM1_OP_TEXM3x3DIFF = 0x4b, VKD3D_SM1_OP_TEXM3x3SPEC = 0x4c, VKD3D_SM1_OP_TEXM3x3VSPEC = 0x4d, VKD3D_SM1_OP_EXPP = 0x4e, VKD3D_SM1_OP_LOGP = 0x4f, VKD3D_SM1_OP_CND = 0x50, VKD3D_SM1_OP_DEF = 0x51, VKD3D_SM1_OP_TEXREG2RGB = 0x52, VKD3D_SM1_OP_TEXDP3TEX = 0x53, VKD3D_SM1_OP_TEXM3x2DEPTH = 0x54, VKD3D_SM1_OP_TEXDP3 = 0x55, VKD3D_SM1_OP_TEXM3x3 = 0x56, VKD3D_SM1_OP_TEXDEPTH = 0x57, VKD3D_SM1_OP_CMP = 0x58, VKD3D_SM1_OP_BEM = 0x59, VKD3D_SM1_OP_DP2ADD = 0x5a, VKD3D_SM1_OP_DSX = 0x5b, VKD3D_SM1_OP_DSY = 0x5c, VKD3D_SM1_OP_TEXLDD = 0x5d, VKD3D_SM1_OP_SETP = 0x5e, VKD3D_SM1_OP_TEXLDL = 0x5f, VKD3D_SM1_OP_BREAKP = 0x60, VKD3D_SM1_OP_PHASE = 0xfffd, VKD3D_SM1_OP_COMMENT = 0xfffe, VKD3D_SM1_OP_END = 0Xffff, }; struct vkd3d_sm1_opcode_info { enum vkd3d_sm1_opcode sm1_opcode; unsigned int dst_count; unsigned int src_count; enum vkd3d_shader_opcode vkd3d_opcode; struct { unsigned int major, minor; } min_version, max_version; }; struct vkd3d_shader_sm1_parser { const struct vkd3d_sm1_opcode_info *opcode_table; const uint32_t *start, *end, *ptr; bool abort; struct vkd3d_shader_parser p; struct { #define MAX_CONSTANT_COUNT 8192 uint32_t def_mask[VKD3D_BITMAP_SIZE(MAX_CONSTANT_COUNT)]; uint32_t count; } constants[3]; }; /* This table is not order or position dependent. */ static const struct vkd3d_sm1_opcode_info vs_opcode_table[] = { /* Arithmetic */ {VKD3D_SM1_OP_NOP, 0, 0, VKD3DSIH_NOP}, {VKD3D_SM1_OP_MOV, 1, 1, VKD3DSIH_MOV}, {VKD3D_SM1_OP_MOVA, 1, 1, VKD3DSIH_MOVA, {2, 0}, {~0u, ~0u}}, {VKD3D_SM1_OP_ADD, 1, 2, VKD3DSIH_ADD}, {VKD3D_SM1_OP_SUB, 1, 2, VKD3DSIH_SUB}, {VKD3D_SM1_OP_MAD, 1, 3, VKD3DSIH_MAD}, {VKD3D_SM1_OP_MUL, 1, 2, VKD3DSIH_MUL}, {VKD3D_SM1_OP_RCP, 1, 1, VKD3DSIH_RCP}, {VKD3D_SM1_OP_RSQ, 1, 1, VKD3DSIH_RSQ}, {VKD3D_SM1_OP_DP3, 1, 2, VKD3DSIH_DP3}, {VKD3D_SM1_OP_DP4, 1, 2, VKD3DSIH_DP4}, {VKD3D_SM1_OP_MIN, 1, 2, VKD3DSIH_MIN}, {VKD3D_SM1_OP_MAX, 1, 2, VKD3DSIH_MAX}, {VKD3D_SM1_OP_SLT, 1, 2, VKD3DSIH_SLT}, {VKD3D_SM1_OP_SGE, 1, 2, VKD3DSIH_SGE}, {VKD3D_SM1_OP_ABS, 1, 1, VKD3DSIH_ABS}, {VKD3D_SM1_OP_EXP, 1, 1, VKD3DSIH_EXP}, {VKD3D_SM1_OP_LOG, 1, 1, VKD3DSIH_LOG}, {VKD3D_SM1_OP_EXPP, 1, 1, VKD3DSIH_EXPP}, {VKD3D_SM1_OP_LOGP, 1, 1, VKD3DSIH_LOGP}, {VKD3D_SM1_OP_LIT, 1, 1, VKD3DSIH_LIT}, {VKD3D_SM1_OP_DST, 1, 2, VKD3DSIH_DST}, {VKD3D_SM1_OP_LRP, 1, 3, VKD3DSIH_LRP}, {VKD3D_SM1_OP_FRC, 1, 1, VKD3DSIH_FRC}, {VKD3D_SM1_OP_POW, 1, 2, VKD3DSIH_POW}, {VKD3D_SM1_OP_CRS, 1, 2, VKD3DSIH_CRS}, {VKD3D_SM1_OP_SGN, 1, 3, VKD3DSIH_SGN, {2, 0}, { 2, 1}}, {VKD3D_SM1_OP_SGN, 1, 1, VKD3DSIH_SGN, {3, 0}, {~0u, ~0u}}, {VKD3D_SM1_OP_NRM, 1, 1, VKD3DSIH_NRM,}, {VKD3D_SM1_OP_SINCOS, 1, 3, VKD3DSIH_SINCOS, {2, 0}, { 2, 1}}, {VKD3D_SM1_OP_SINCOS, 1, 1, VKD3DSIH_SINCOS, {3, 0}, {~0u, ~0u}}, /* Matrix */ {VKD3D_SM1_OP_M4x4, 1, 2, VKD3DSIH_M4x4}, {VKD3D_SM1_OP_M4x3, 1, 2, VKD3DSIH_M4x3}, {VKD3D_SM1_OP_M3x4, 1, 2, VKD3DSIH_M3x4}, {VKD3D_SM1_OP_M3x3, 1, 2, VKD3DSIH_M3x3}, {VKD3D_SM1_OP_M3x2, 1, 2, VKD3DSIH_M3x2}, /* Declarations */ {VKD3D_SM1_OP_DCL, 0, 0, VKD3DSIH_DCL}, /* Constant definitions */ {VKD3D_SM1_OP_DEF, 1, 1, VKD3DSIH_DEF}, {VKD3D_SM1_OP_DEFB, 1, 1, VKD3DSIH_DEFB}, {VKD3D_SM1_OP_DEFI, 1, 1, VKD3DSIH_DEFI}, /* Control flow */ {VKD3D_SM1_OP_REP, 0, 1, VKD3DSIH_REP, {2, 0}, {~0u, ~0u}}, {VKD3D_SM1_OP_ENDREP, 0, 0, VKD3DSIH_ENDREP, {2, 0}, {~0u, ~0u}}, {VKD3D_SM1_OP_IF, 0, 1, VKD3DSIH_IF, {2, 0}, {~0u, ~0u}}, {VKD3D_SM1_OP_IFC, 0, 2, VKD3DSIH_IFC, {2, 1}, {~0u, ~0u}}, {VKD3D_SM1_OP_ELSE, 0, 0, VKD3DSIH_ELSE, {2, 0}, {~0u, ~0u}}, {VKD3D_SM1_OP_ENDIF, 0, 0, VKD3DSIH_ENDIF, {2, 0}, {~0u, ~0u}}, {VKD3D_SM1_OP_BREAK, 0, 0, VKD3DSIH_BREAK, {2, 1}, {~0u, ~0u}}, {VKD3D_SM1_OP_BREAKC, 0, 2, VKD3DSIH_BREAKC, {2, 1}, {~0u, ~0u}}, {VKD3D_SM1_OP_BREAKP, 0, 1, VKD3DSIH_BREAKP}, {VKD3D_SM1_OP_CALL, 0, 1, VKD3DSIH_CALL, {2, 0}, {~0u, ~0u}}, {VKD3D_SM1_OP_CALLNZ, 0, 2, VKD3DSIH_CALLNZ, {2, 0}, {~0u, ~0u}}, {VKD3D_SM1_OP_LOOP, 0, 2, VKD3DSIH_LOOP, {2, 0}, {~0u, ~0u}}, {VKD3D_SM1_OP_RET, 0, 0, VKD3DSIH_RET, {2, 0}, {~0u, ~0u}}, {VKD3D_SM1_OP_ENDLOOP, 0, 0, VKD3DSIH_ENDLOOP, {2, 0}, {~0u, ~0u}}, {VKD3D_SM1_OP_LABEL, 0, 1, VKD3DSIH_LABEL, {2, 0}, {~0u, ~0u}}, {VKD3D_SM1_OP_SETP, 1, 2, VKD3DSIH_SETP}, {VKD3D_SM1_OP_TEXLDL, 1, 2, VKD3DSIH_TEXLDL, {3, 0}, {~0u, ~0u}}, {0, 0, 0, VKD3DSIH_INVALID}, }; static const struct vkd3d_sm1_opcode_info ps_opcode_table[] = { /* Arithmetic */ {VKD3D_SM1_OP_NOP, 0, 0, VKD3DSIH_NOP}, {VKD3D_SM1_OP_MOV, 1, 1, VKD3DSIH_MOV}, {VKD3D_SM1_OP_ADD, 1, 2, VKD3DSIH_ADD}, {VKD3D_SM1_OP_SUB, 1, 2, VKD3DSIH_SUB}, {VKD3D_SM1_OP_MAD, 1, 3, VKD3DSIH_MAD}, {VKD3D_SM1_OP_MUL, 1, 2, VKD3DSIH_MUL}, {VKD3D_SM1_OP_RCP, 1, 1, VKD3DSIH_RCP}, {VKD3D_SM1_OP_RSQ, 1, 1, VKD3DSIH_RSQ}, {VKD3D_SM1_OP_DP3, 1, 2, VKD3DSIH_DP3}, {VKD3D_SM1_OP_DP4, 1, 2, VKD3DSIH_DP4}, {VKD3D_SM1_OP_MIN, 1, 2, VKD3DSIH_MIN}, {VKD3D_SM1_OP_MAX, 1, 2, VKD3DSIH_MAX}, {VKD3D_SM1_OP_SLT, 1, 2, VKD3DSIH_SLT}, {VKD3D_SM1_OP_SGE, 1, 2, VKD3DSIH_SGE}, {VKD3D_SM1_OP_ABS, 1, 1, VKD3DSIH_ABS}, {VKD3D_SM1_OP_EXP, 1, 1, VKD3DSIH_EXP}, {VKD3D_SM1_OP_LOG, 1, 1, VKD3DSIH_LOG}, {VKD3D_SM1_OP_EXPP, 1, 1, VKD3DSIH_EXPP}, {VKD3D_SM1_OP_LOGP, 1, 1, VKD3DSIH_LOGP}, {VKD3D_SM1_OP_DST, 1, 2, VKD3DSIH_DST}, {VKD3D_SM1_OP_LRP, 1, 3, VKD3DSIH_LRP}, {VKD3D_SM1_OP_FRC, 1, 1, VKD3DSIH_FRC}, {VKD3D_SM1_OP_CND, 1, 3, VKD3DSIH_CND, {1, 0}, { 1, 4}}, {VKD3D_SM1_OP_CMP, 1, 3, VKD3DSIH_CMP, {1, 2}, { 3, 0}}, {VKD3D_SM1_OP_POW, 1, 2, VKD3DSIH_POW}, {VKD3D_SM1_OP_CRS, 1, 2, VKD3DSIH_CRS}, {VKD3D_SM1_OP_NRM, 1, 1, VKD3DSIH_NRM}, {VKD3D_SM1_OP_SINCOS, 1, 3, VKD3DSIH_SINCOS, {2, 0}, { 2, 1}}, {VKD3D_SM1_OP_SINCOS, 1, 1, VKD3DSIH_SINCOS, {3, 0}, {~0u, ~0u}}, {VKD3D_SM1_OP_DP2ADD, 1, 3, VKD3DSIH_DP2ADD, {2, 0}, {~0u, ~0u}}, /* Matrix */ {VKD3D_SM1_OP_M4x4, 1, 2, VKD3DSIH_M4x4}, {VKD3D_SM1_OP_M4x3, 1, 2, VKD3DSIH_M4x3}, {VKD3D_SM1_OP_M3x4, 1, 2, VKD3DSIH_M3x4}, {VKD3D_SM1_OP_M3x3, 1, 2, VKD3DSIH_M3x3}, {VKD3D_SM1_OP_M3x2, 1, 2, VKD3DSIH_M3x2}, /* Declarations */ {VKD3D_SM1_OP_DCL, 0, 0, VKD3DSIH_DCL}, /* Constant definitions */ {VKD3D_SM1_OP_DEF, 1, 1, VKD3DSIH_DEF}, {VKD3D_SM1_OP_DEFB, 1, 1, VKD3DSIH_DEFB}, {VKD3D_SM1_OP_DEFI, 1, 1, VKD3DSIH_DEFI}, /* Control flow */ {VKD3D_SM1_OP_REP, 0, 1, VKD3DSIH_REP, {2, 1}, {~0u, ~0u}}, {VKD3D_SM1_OP_ENDREP, 0, 0, VKD3DSIH_ENDREP, {2, 1}, {~0u, ~0u}}, {VKD3D_SM1_OP_IF, 0, 1, VKD3DSIH_IF, {2, 1}, {~0u, ~0u}}, {VKD3D_SM1_OP_IFC, 0, 2, VKD3DSIH_IFC, {2, 1}, {~0u, ~0u}}, {VKD3D_SM1_OP_ELSE, 0, 0, VKD3DSIH_ELSE, {2, 1}, {~0u, ~0u}}, {VKD3D_SM1_OP_ENDIF, 0, 0, VKD3DSIH_ENDIF, {2, 1}, {~0u, ~0u}}, {VKD3D_SM1_OP_BREAK, 0, 0, VKD3DSIH_BREAK, {2, 1}, {~0u, ~0u}}, {VKD3D_SM1_OP_BREAKC, 0, 2, VKD3DSIH_BREAKC, {2, 1}, {~0u, ~0u}}, {VKD3D_SM1_OP_BREAKP, 0, 1, VKD3DSIH_BREAKP}, {VKD3D_SM1_OP_CALL, 0, 1, VKD3DSIH_CALL, {2, 1}, {~0u, ~0u}}, {VKD3D_SM1_OP_CALLNZ, 0, 2, VKD3DSIH_CALLNZ, {2, 1}, {~0u, ~0u}}, {VKD3D_SM1_OP_LOOP, 0, 2, VKD3DSIH_LOOP, {3, 0}, {~0u, ~0u}}, {VKD3D_SM1_OP_RET, 0, 0, VKD3DSIH_RET, {2, 1}, {~0u, ~0u}}, {VKD3D_SM1_OP_ENDLOOP, 0, 0, VKD3DSIH_ENDLOOP, {3, 0}, {~0u, ~0u}}, {VKD3D_SM1_OP_LABEL, 0, 1, VKD3DSIH_LABEL, {2, 1}, {~0u, ~0u}}, /* Texture */ {VKD3D_SM1_OP_TEXCOORD, 1, 0, VKD3DSIH_TEXCOORD, {0, 0}, { 1, 3}}, {VKD3D_SM1_OP_TEXCOORD, 1, 1, VKD3DSIH_TEXCOORD, {1 ,4}, { 1, 4}}, {VKD3D_SM1_OP_TEXKILL, 1, 0, VKD3DSIH_TEXKILL, {1 ,0}, { 3, 0}}, {VKD3D_SM1_OP_TEX, 1, 0, VKD3DSIH_TEX, {0, 0}, { 1, 3}}, {VKD3D_SM1_OP_TEX, 1, 1, VKD3DSIH_TEX, {1, 4}, { 1, 4}}, {VKD3D_SM1_OP_TEX, 1, 2, VKD3DSIH_TEX, {2, 0}, {~0u, ~0u}}, {VKD3D_SM1_OP_TEXBEM, 1, 1, VKD3DSIH_TEXBEM, {0, 0}, { 1, 3}}, {VKD3D_SM1_OP_TEXBEML, 1, 1, VKD3DSIH_TEXBEML, {1, 0}, { 1, 3}}, {VKD3D_SM1_OP_TEXREG2AR, 1, 1, VKD3DSIH_TEXREG2AR, {1, 0}, { 1, 3}}, {VKD3D_SM1_OP_TEXREG2GB, 1, 1, VKD3DSIH_TEXREG2GB, {1, 0}, { 1, 3}}, {VKD3D_SM1_OP_TEXREG2RGB, 1, 1, VKD3DSIH_TEXREG2RGB, {1, 2}, { 1, 3}}, {VKD3D_SM1_OP_TEXM3x2PAD, 1, 1, VKD3DSIH_TEXM3x2PAD, {1, 0}, { 1, 3}}, {VKD3D_SM1_OP_TEXM3x2TEX, 1, 1, VKD3DSIH_TEXM3x2TEX, {1, 0}, { 1, 3}}, {VKD3D_SM1_OP_TEXM3x3PAD, 1, 1, VKD3DSIH_TEXM3x3PAD, {1, 0}, { 1, 3}}, {VKD3D_SM1_OP_TEXM3x3DIFF, 1, 1, VKD3DSIH_TEXM3x3DIFF, {0, 0}, { 0, 0}}, {VKD3D_SM1_OP_TEXM3x3SPEC, 1, 2, VKD3DSIH_TEXM3x3SPEC, {1, 0}, { 1, 3}}, {VKD3D_SM1_OP_TEXM3x3VSPEC, 1, 1, VKD3DSIH_TEXM3x3VSPEC, {1, 0}, { 1, 3}}, {VKD3D_SM1_OP_TEXM3x3TEX, 1, 1, VKD3DSIH_TEXM3x3TEX, {1, 0}, { 1, 3}}, {VKD3D_SM1_OP_TEXDP3TEX, 1, 1, VKD3DSIH_TEXDP3TEX, {1, 2}, { 1, 3}}, {VKD3D_SM1_OP_TEXM3x2DEPTH, 1, 1, VKD3DSIH_TEXM3x2DEPTH, {1, 3}, { 1, 3}}, {VKD3D_SM1_OP_TEXDP3, 1, 1, VKD3DSIH_TEXDP3, {1, 2}, { 1, 3}}, {VKD3D_SM1_OP_TEXM3x3, 1, 1, VKD3DSIH_TEXM3x3, {1, 2}, { 1, 3}}, {VKD3D_SM1_OP_TEXDEPTH, 1, 0, VKD3DSIH_TEXDEPTH, {1, 4}, { 1, 4}}, {VKD3D_SM1_OP_BEM, 1, 2, VKD3DSIH_BEM, {1, 4}, { 1, 4}}, {VKD3D_SM1_OP_DSX, 1, 1, VKD3DSIH_DSX, {2, 1}, {~0u, ~0u}}, {VKD3D_SM1_OP_DSY, 1, 1, VKD3DSIH_DSY, {2, 1}, {~0u, ~0u}}, {VKD3D_SM1_OP_TEXLDD, 1, 4, VKD3DSIH_TEXLDD, {2, 1}, {~0u, ~0u}}, {VKD3D_SM1_OP_SETP, 1, 2, VKD3DSIH_SETP}, {VKD3D_SM1_OP_TEXLDL, 1, 2, VKD3DSIH_TEXLDL, {3, 0}, {~0u, ~0u}}, {VKD3D_SM1_OP_PHASE, 0, 0, VKD3DSIH_PHASE}, {0, 0, 0, VKD3DSIH_INVALID}, }; static const enum vkd3d_shader_resource_type resource_type_table[] = { /* VKD3D_SM1_RESOURCE_UNKNOWN */ VKD3D_SHADER_RESOURCE_NONE, /* VKD3D_SM1_RESOURCE_TEXTURE_1D */ VKD3D_SHADER_RESOURCE_TEXTURE_1D, /* VKD3D_SM1_RESOURCE_TEXTURE_2D */ VKD3D_SHADER_RESOURCE_TEXTURE_2D, /* VKD3D_SM1_RESOURCE_TEXTURE_CUBE */ VKD3D_SHADER_RESOURCE_TEXTURE_CUBE, /* VKD3D_SM1_RESOURCE_TEXTURE_3D */ VKD3D_SHADER_RESOURCE_TEXTURE_3D, }; static uint32_t read_u32(const uint32_t **ptr) { return *(*ptr)++; } static bool has_relative_address(uint32_t param) { enum vkd3d_sm1_address_mode_type address_mode; address_mode = (param & VKD3D_SM1_ADDRESS_MODE_MASK) >> VKD3D_SM1_ADDRESS_MODE_SHIFT; return address_mode == VKD3D_SM1_ADDRESS_MODE_RELATIVE; } static const struct vkd3d_sm1_opcode_info *shader_sm1_get_opcode_info( const struct vkd3d_shader_sm1_parser *sm1, enum vkd3d_sm1_opcode opcode) { const struct vkd3d_shader_version *version = &sm1->p.program->shader_version; const struct vkd3d_sm1_opcode_info *info; unsigned int i = 0; for (;;) { info = &sm1->opcode_table[i++]; if (info->vkd3d_opcode == VKD3DSIH_INVALID) return NULL; if (opcode == info->sm1_opcode && vkd3d_shader_ver_ge(version, info->min_version.major, info->min_version.minor) && (vkd3d_shader_ver_le(version, info->max_version.major, info->max_version.minor) || !info->max_version.major)) return info; } } static unsigned int shader_sm1_get_swizzle_component(uint32_t swizzle, unsigned int idx) { return (swizzle & VKD3D_SM1_SWIZZLE_COMPONENT_MASK(idx)) >> VKD3D_SM1_SWIZZLE_COMPONENT_SHIFT(idx); } static uint32_t swizzle_from_sm1(uint32_t swizzle) { return vkd3d_shader_create_swizzle(shader_sm1_get_swizzle_component(swizzle, 0), shader_sm1_get_swizzle_component(swizzle, 1), shader_sm1_get_swizzle_component(swizzle, 2), shader_sm1_get_swizzle_component(swizzle, 3)); } static void shader_sm1_parse_src_param(uint32_t param, struct vkd3d_shader_src_param *rel_addr, struct vkd3d_shader_src_param *src) { enum vkd3d_shader_register_type reg_type = ((param & VKD3D_SM1_REGISTER_TYPE_MASK) >> VKD3D_SM1_REGISTER_TYPE_SHIFT) | ((param & VKD3D_SM1_REGISTER_TYPE_MASK2) >> VKD3D_SM1_REGISTER_TYPE_SHIFT2); vsir_register_init(&src->reg, reg_type, VKD3D_DATA_FLOAT, 1); src->reg.precision = VKD3D_SHADER_REGISTER_PRECISION_DEFAULT; src->reg.non_uniform = false; src->reg.idx[0].offset = param & VKD3D_SM1_REGISTER_NUMBER_MASK; src->reg.idx[0].rel_addr = rel_addr; if (src->reg.type == VKD3DSPR_SAMPLER) src->reg.dimension = VSIR_DIMENSION_NONE; else if (src->reg.type == VKD3DSPR_DEPTHOUT) src->reg.dimension = VSIR_DIMENSION_SCALAR; else src->reg.dimension = VSIR_DIMENSION_VEC4; src->swizzle = swizzle_from_sm1((param & VKD3D_SM1_SWIZZLE_MASK) >> VKD3D_SM1_SWIZZLE_SHIFT); src->modifiers = (param & VKD3D_SM1_SRC_MODIFIER_MASK) >> VKD3D_SM1_SRC_MODIFIER_SHIFT; } static void shader_sm1_parse_dst_param(uint32_t param, struct vkd3d_shader_src_param *rel_addr, struct vkd3d_shader_dst_param *dst) { enum vkd3d_shader_register_type reg_type = ((param & VKD3D_SM1_REGISTER_TYPE_MASK) >> VKD3D_SM1_REGISTER_TYPE_SHIFT) | ((param & VKD3D_SM1_REGISTER_TYPE_MASK2) >> VKD3D_SM1_REGISTER_TYPE_SHIFT2); vsir_register_init(&dst->reg, reg_type, VKD3D_DATA_FLOAT, 1); dst->reg.precision = VKD3D_SHADER_REGISTER_PRECISION_DEFAULT; dst->reg.non_uniform = false; dst->reg.idx[0].offset = param & VKD3D_SM1_REGISTER_NUMBER_MASK; dst->reg.idx[0].rel_addr = rel_addr; if (dst->reg.type == VKD3DSPR_SAMPLER) dst->reg.dimension = VSIR_DIMENSION_NONE; else if (dst->reg.type == VKD3DSPR_DEPTHOUT) dst->reg.dimension = VSIR_DIMENSION_SCALAR; else dst->reg.dimension = VSIR_DIMENSION_VEC4; dst->modifiers = (param & VKD3D_SM1_DST_MODIFIER_MASK) >> VKD3D_SM1_DST_MODIFIER_SHIFT; dst->shift = (param & VKD3D_SM1_DSTSHIFT_MASK) >> VKD3D_SM1_DSTSHIFT_SHIFT; switch (dst->reg.dimension) { case VSIR_DIMENSION_SCALAR: dst->write_mask = VKD3DSP_WRITEMASK_0; break; case VSIR_DIMENSION_VEC4: dst->write_mask = (param & VKD3D_SM1_WRITEMASK_MASK) >> VKD3D_SM1_WRITEMASK_SHIFT; break; default: dst->write_mask = 0; break; } } static struct signature_element *find_signature_element(const struct shader_signature *signature, const char *semantic_name, unsigned int semantic_index) { struct signature_element *e = signature->elements; unsigned int i; for (i = 0; i < signature->element_count; ++i) { if (!ascii_strcasecmp(e[i].semantic_name, semantic_name) && e[i].semantic_index == semantic_index) return &e[i]; } return NULL; } static struct signature_element *find_signature_element_by_register_index( const struct shader_signature *signature, unsigned int register_index) { struct signature_element *e = signature->elements; unsigned int i; for (i = 0; i < signature->element_count; ++i) { if (e[i].register_index == register_index) return &e[i]; } return NULL; } static bool add_signature_element(struct vkd3d_shader_sm1_parser *sm1, bool output, const char *name, unsigned int index, enum vkd3d_shader_sysval_semantic sysval, unsigned int register_index, bool is_dcl, unsigned int mask) { struct vsir_program *program = sm1->p.program; struct shader_signature *signature; struct signature_element *element; if (output) signature = &program->output_signature; else signature = &program->input_signature; if ((element = find_signature_element(signature, name, index))) { element->mask |= mask; if (!is_dcl) element->used_mask |= mask; return true; } if (!vkd3d_array_reserve((void **)&signature->elements, &signature->elements_capacity, signature->element_count + 1, sizeof(*signature->elements))) return false; element = &signature->elements[signature->element_count++]; memset(element, 0, sizeof(*element)); if (!(element->semantic_name = vkd3d_strdup(name))) return false; element->semantic_index = index; element->sysval_semantic = sysval; element->component_type = VKD3D_SHADER_COMPONENT_FLOAT; element->register_index = register_index; element->target_location = register_index; element->register_count = 1; element->mask = mask; element->used_mask = is_dcl ? 0 : mask; if (program->shader_version.type == VKD3D_SHADER_TYPE_PIXEL && !output) element->interpolation_mode = VKD3DSIM_LINEAR; return true; } static void add_signature_mask(struct vkd3d_shader_sm1_parser *sm1, bool output, unsigned int register_index, unsigned int mask) { struct vsir_program *program = sm1->p.program; struct shader_signature *signature; struct signature_element *element; if (output) signature = &program->output_signature; else signature = &program->input_signature; if (!(element = find_signature_element_by_register_index(signature, register_index))) { vkd3d_shader_parser_warning(&sm1->p, VKD3D_SHADER_ERROR_D3DBC_UNDECLARED_SEMANTIC, "%s register %u was used without being declared.", output ? "Output" : "Input", register_index); return; } element->used_mask |= mask; } static bool add_signature_element_from_register(struct vkd3d_shader_sm1_parser *sm1, const struct vkd3d_shader_register *reg, bool is_dcl, unsigned int mask) { const struct vkd3d_shader_version *version = &sm1->p.program->shader_version; unsigned int register_index = reg->idx[0].offset; switch (reg->type) { case VKD3DSPR_TEMP: if (version->type == VKD3D_SHADER_TYPE_PIXEL && version->major == 1 && !register_index) return add_signature_element(sm1, true, "COLOR", 0, VKD3D_SHADER_SV_TARGET, 0, is_dcl, mask); return true; case VKD3DSPR_INPUT: /* For vertex shaders or sm3 pixel shaders, we should have already * had a DCL instruction. Otherwise, this is a colour input. */ if (version->type == VKD3D_SHADER_TYPE_VERTEX || version->major == 3) { add_signature_mask(sm1, false, register_index, mask); return true; } return add_signature_element(sm1, false, "COLOR", register_index, VKD3D_SHADER_SV_NONE, SM1_COLOR_REGISTER_OFFSET + register_index, is_dcl, mask); case VKD3DSPR_TEXTURE: /* For vertex shaders, this is ADDR. */ if (version->type == VKD3D_SHADER_TYPE_VERTEX) return true; return add_signature_element(sm1, false, "TEXCOORD", register_index, VKD3D_SHADER_SV_NONE, register_index, is_dcl, mask); case VKD3DSPR_OUTPUT: if (version->type == VKD3D_SHADER_TYPE_VERTEX) { /* For sm < 2 vertex shaders, this is TEXCRDOUT. * * For sm3 vertex shaders, this is OUTPUT, but we already * should have had a DCL instruction. */ if (version->major == 3) { add_signature_mask(sm1, true, register_index, mask); return true; } return add_signature_element(sm1, true, "TEXCOORD", register_index, VKD3D_SHADER_SV_NONE, register_index, is_dcl, mask); } /* fall through */ case VKD3DSPR_ATTROUT: return add_signature_element(sm1, true, "COLOR", register_index, VKD3D_SHADER_SV_NONE, SM1_COLOR_REGISTER_OFFSET + register_index, is_dcl, mask); case VKD3DSPR_COLOROUT: return add_signature_element(sm1, true, "COLOR", register_index, VKD3D_SHADER_SV_TARGET, register_index, is_dcl, mask); case VKD3DSPR_DEPTHOUT: return add_signature_element(sm1, true, "DEPTH", 0, VKD3D_SHADER_SV_DEPTH, register_index, is_dcl, 0x1); case VKD3DSPR_RASTOUT: switch (register_index) { case 0: return add_signature_element(sm1, true, "POSITION", 0, VKD3D_SHADER_SV_POSITION, SM1_RASTOUT_REGISTER_OFFSET + register_index, is_dcl, mask); case 1: return add_signature_element(sm1, true, "FOG", 0, VKD3D_SHADER_SV_NONE, SM1_RASTOUT_REGISTER_OFFSET + register_index, is_dcl, 0x1); case 2: return add_signature_element(sm1, true, "PSIZE", 0, VKD3D_SHADER_SV_NONE, SM1_RASTOUT_REGISTER_OFFSET + register_index, is_dcl, 0x1); default: vkd3d_shader_parser_error(&sm1->p, VKD3D_SHADER_ERROR_D3DBC_INVALID_REGISTER_INDEX, "Invalid rasterizer output index %u.", register_index); return true; } case VKD3DSPR_MISCTYPE: switch (register_index) { case 0: return add_signature_element(sm1, false, "VPOS", 0, VKD3D_SHADER_SV_POSITION, register_index, is_dcl, mask); case 1: return add_signature_element(sm1, false, "VFACE", 0, VKD3D_SHADER_SV_IS_FRONT_FACE, register_index, is_dcl, 0x1); default: vkd3d_shader_parser_error(&sm1->p, VKD3D_SHADER_ERROR_D3DBC_INVALID_REGISTER_INDEX, "Invalid miscellaneous fragment input index %u.", register_index); return true; } default: return true; } } static bool add_signature_element_from_semantic(struct vkd3d_shader_sm1_parser *sm1, const struct vkd3d_shader_semantic *semantic) { const struct vkd3d_shader_version *version = &sm1->p.program->shader_version; const struct vkd3d_shader_register *reg = &semantic->resource.reg.reg; enum vkd3d_shader_sysval_semantic sysval = VKD3D_SHADER_SV_NONE; unsigned int mask = semantic->resource.reg.write_mask; bool output; static const char sm1_semantic_names[][13] = { [VKD3D_DECL_USAGE_POSITION ] = "POSITION", [VKD3D_DECL_USAGE_BLEND_WEIGHT ] = "BLENDWEIGHT", [VKD3D_DECL_USAGE_BLEND_INDICES] = "BLENDINDICES", [VKD3D_DECL_USAGE_NORMAL ] = "NORMAL", [VKD3D_DECL_USAGE_PSIZE ] = "PSIZE", [VKD3D_DECL_USAGE_TEXCOORD ] = "TEXCOORD", [VKD3D_DECL_USAGE_TANGENT ] = "TANGENT", [VKD3D_DECL_USAGE_BINORMAL ] = "BINORMAL", [VKD3D_DECL_USAGE_TESS_FACTOR ] = "TESSFACTOR", [VKD3D_DECL_USAGE_POSITIONT ] = "POSITIONT", [VKD3D_DECL_USAGE_COLOR ] = "COLOR", [VKD3D_DECL_USAGE_FOG ] = "FOG", [VKD3D_DECL_USAGE_DEPTH ] = "DEPTH", [VKD3D_DECL_USAGE_SAMPLE ] = "SAMPLE", }; if (reg->type == VKD3DSPR_OUTPUT) output = true; else if (reg->type == VKD3DSPR_INPUT || reg->type == VKD3DSPR_TEXTURE) output = false; else /* vpos and vface don't have a semantic. */ return add_signature_element_from_register(sm1, reg, true, mask); /* sm2 pixel shaders use DCL but don't provide a semantic. */ if (version->type == VKD3D_SHADER_TYPE_PIXEL && version->major == 2) return add_signature_element_from_register(sm1, reg, true, mask); /* With the exception of vertex POSITION output, none of these are system * values. Pixel POSITION input is not equivalent to SV_Position; the closer * equivalent is VPOS, which is not declared as a semantic. */ if (version->type == VKD3D_SHADER_TYPE_VERTEX && output && semantic->usage == VKD3D_DECL_USAGE_POSITION) sysval = VKD3D_SHADER_SV_POSITION; return add_signature_element(sm1, output, sm1_semantic_names[semantic->usage], semantic->usage_idx, sysval, reg->idx[0].offset, true, mask); } static void record_constant_register(struct vkd3d_shader_sm1_parser *sm1, enum vkd3d_shader_d3dbc_constant_register set, uint32_t index, bool from_def) { sm1->constants[set].count = max(sm1->constants[set].count, index + 1); if (from_def) { /* d3d shaders have a maximum of 8192 constants; we should not overrun * this array. */ VKD3D_ASSERT((index / 32) <= ARRAY_SIZE(sm1->constants[set].def_mask)); bitmap_set(sm1->constants[set].def_mask, index); } } static void shader_sm1_scan_register(struct vkd3d_shader_sm1_parser *sm1, const struct vkd3d_shader_register *reg, unsigned int mask, bool from_def) { struct vsir_program *program = sm1->p.program; uint32_t register_index = reg->idx[0].offset; switch (reg->type) { case VKD3DSPR_TEMP: program->temp_count = max(program->temp_count, register_index + 1); break; case VKD3DSPR_CONST: record_constant_register(sm1, VKD3D_SHADER_D3DBC_FLOAT_CONSTANT_REGISTER, register_index, from_def); break; case VKD3DSPR_CONST2: record_constant_register(sm1, VKD3D_SHADER_D3DBC_FLOAT_CONSTANT_REGISTER, 2048 + register_index, from_def); break; case VKD3DSPR_CONST3: record_constant_register(sm1, VKD3D_SHADER_D3DBC_FLOAT_CONSTANT_REGISTER, 4096 + register_index, from_def); break; case VKD3DSPR_CONST4: record_constant_register(sm1, VKD3D_SHADER_D3DBC_FLOAT_CONSTANT_REGISTER, 6144 + register_index, from_def); break; case VKD3DSPR_CONSTINT: record_constant_register(sm1, VKD3D_SHADER_D3DBC_INT_CONSTANT_REGISTER, register_index, from_def); break; case VKD3DSPR_CONSTBOOL: record_constant_register(sm1, VKD3D_SHADER_D3DBC_BOOL_CONSTANT_REGISTER, register_index, from_def); break; default: break; } add_signature_element_from_register(sm1, reg, false, mask); } /* Read a parameter token from the input stream, and possibly a relative * addressing token. */ static void shader_sm1_read_param(struct vkd3d_shader_sm1_parser *sm1, const uint32_t **ptr, uint32_t *token, uint32_t *addr_token) { if (*ptr >= sm1->end) { vkd3d_shader_parser_error(&sm1->p, VKD3D_SHADER_ERROR_D3DBC_UNEXPECTED_EOF, "Attempted to read a parameter token, but no more tokens are remaining."); sm1->abort = true; *token = 0; return; } *token = read_u32(ptr); if (!has_relative_address(*token)) return; /* PS >= 3.0 have relative addressing (with token) * VS >= 2.0 have relative addressing (with token) * VS >= 1.0 < 2.0 have relative addressing (without token) * The version check below should work in general. */ if (sm1->p.program->shader_version.major < 2) { *addr_token = (1u << 31) | ((VKD3DSPR_ADDR << VKD3D_SM1_REGISTER_TYPE_SHIFT2) & VKD3D_SM1_REGISTER_TYPE_MASK2) | ((VKD3DSPR_ADDR << VKD3D_SM1_REGISTER_TYPE_SHIFT) & VKD3D_SM1_REGISTER_TYPE_MASK) | (VKD3D_SM1_SWIZZLE_DEFAULT << VKD3D_SM1_SWIZZLE_SHIFT); return; } if (*ptr >= sm1->end) { vkd3d_shader_parser_error(&sm1->p, VKD3D_SHADER_ERROR_D3DBC_UNEXPECTED_EOF, "Attempted to read an indirect addressing token, but no more tokens are remaining."); sm1->abort = true; *addr_token = 0; return; } *addr_token = read_u32(ptr); } /* Skip the parameter tokens for an opcode. */ static void shader_sm1_skip_opcode(const struct vkd3d_shader_sm1_parser *sm1, const uint32_t **ptr, const struct vkd3d_sm1_opcode_info *opcode_info, uint32_t opcode_token) { unsigned int length; /* Version 2.0+ shaders may contain address tokens, but fortunately they * have a useful length mask - use it here. Version 1.x shaders contain no * such tokens. */ if (sm1->p.program->shader_version.major >= 2) { length = (opcode_token & VKD3D_SM1_INSTRUCTION_LENGTH_MASK) >> VKD3D_SM1_INSTRUCTION_LENGTH_SHIFT; *ptr += length; return; } /* DCL instructions do not have sources or destinations, but they * read two tokens to a semantic. See * shader_sm1_read_semantic(). */ if (opcode_info->vkd3d_opcode == VKD3DSIH_DCL) { *ptr += 2; } /* Somewhat similarly, DEF and DEFI have a single source, but need to read * four tokens for that source. See shader_sm1_read_immconst(). * Technically shader model 1 doesn't have integer registers or DEFI; we * handle it here anyway because it's easy. */ else if (opcode_info->vkd3d_opcode == VKD3DSIH_DEF || opcode_info->vkd3d_opcode == VKD3DSIH_DEFI) { *ptr += 3; } *ptr += (opcode_info->dst_count + opcode_info->src_count); } static void shader_sm1_read_src_param(struct vkd3d_shader_sm1_parser *sm1, const uint32_t **ptr, struct vkd3d_shader_src_param *src_param) { struct vkd3d_shader_src_param *src_rel_addr = NULL; uint32_t token, addr_token; shader_sm1_read_param(sm1, ptr, &token, &addr_token); if (has_relative_address(token)) { if (!(src_rel_addr = vsir_program_get_src_params(sm1->p.program, 1))) { vkd3d_shader_parser_error(&sm1->p, VKD3D_SHADER_ERROR_D3DBC_OUT_OF_MEMORY, "Out of memory."); sm1->abort = true; return; } shader_sm1_parse_src_param(addr_token, NULL, src_rel_addr); } shader_sm1_parse_src_param(token, src_rel_addr, src_param); } static void shader_sm1_read_dst_param(struct vkd3d_shader_sm1_parser *sm1, const uint32_t **ptr, struct vkd3d_shader_dst_param *dst_param) { struct vkd3d_shader_src_param *dst_rel_addr = NULL; uint32_t token, addr_token; shader_sm1_read_param(sm1, ptr, &token, &addr_token); if (has_relative_address(token)) { if (!(dst_rel_addr = vsir_program_get_src_params(sm1->p.program, 1))) { vkd3d_shader_parser_error(&sm1->p, VKD3D_SHADER_ERROR_D3DBC_OUT_OF_MEMORY, "Out of memory."); sm1->abort = true; return; } shader_sm1_parse_src_param(addr_token, NULL, dst_rel_addr); } shader_sm1_parse_dst_param(token, dst_rel_addr, dst_param); } static void shader_sm1_read_semantic(struct vkd3d_shader_sm1_parser *sm1, const uint32_t **ptr, struct vkd3d_shader_semantic *semantic) { enum vkd3d_sm1_resource_type resource_type; struct vkd3d_shader_register_range *range; uint32_t usage_token, dst_token; if (*ptr >= sm1->end || sm1->end - *ptr < 2) { vkd3d_shader_parser_error(&sm1->p, VKD3D_SHADER_ERROR_D3DBC_UNEXPECTED_EOF, "Attempted to read a declaration instruction, but not enough tokens are remaining."); sm1->abort = true; return; } usage_token = read_u32(ptr); dst_token = read_u32(ptr); semantic->usage = (usage_token & VKD3D_SM1_DCL_USAGE_MASK) >> VKD3D_SM1_DCL_USAGE_SHIFT; semantic->usage_idx = (usage_token & VKD3D_SM1_DCL_USAGE_INDEX_MASK) >> VKD3D_SM1_DCL_USAGE_INDEX_SHIFT; resource_type = (usage_token & VKD3D_SM1_RESOURCE_TYPE_MASK) >> VKD3D_SM1_RESOURCE_TYPE_SHIFT; if (resource_type >= ARRAY_SIZE(resource_type_table)) { vkd3d_shader_parser_error(&sm1->p, VKD3D_SHADER_ERROR_D3DBC_INVALID_RESOURCE_TYPE, "Invalid resource type %#x.", resource_type); semantic->resource_type = VKD3D_SHADER_RESOURCE_NONE; } else { semantic->resource_type = resource_type_table[resource_type]; } semantic->resource_data_type[0] = VKD3D_DATA_FLOAT; semantic->resource_data_type[1] = VKD3D_DATA_FLOAT; semantic->resource_data_type[2] = VKD3D_DATA_FLOAT; semantic->resource_data_type[3] = VKD3D_DATA_FLOAT; shader_sm1_parse_dst_param(dst_token, NULL, &semantic->resource.reg); range = &semantic->resource.range; range->space = 0; range->first = range->last = semantic->resource.reg.reg.idx[0].offset; add_signature_element_from_semantic(sm1, semantic); } static void shader_sm1_read_immconst(struct vkd3d_shader_sm1_parser *sm1, const uint32_t **ptr, struct vkd3d_shader_src_param *src_param, enum vsir_dimension dimension, enum vkd3d_data_type data_type) { unsigned int count = dimension == VSIR_DIMENSION_VEC4 ? 4 : 1; if (*ptr >= sm1->end || sm1->end - *ptr < count) { vkd3d_shader_parser_error(&sm1->p, VKD3D_SHADER_ERROR_D3DBC_UNEXPECTED_EOF, "Attempted to read a constant definition, but not enough tokens are remaining. " "%zu token(s) available, %u required.", sm1->end - *ptr, count); sm1->abort = true; return; } src_param->reg.type = VKD3DSPR_IMMCONST; src_param->reg.precision = VKD3D_SHADER_REGISTER_PRECISION_DEFAULT; src_param->reg.non_uniform = false; src_param->reg.data_type = data_type; src_param->reg.idx[0].offset = ~0u; src_param->reg.idx[0].rel_addr = NULL; src_param->reg.idx[1].offset = ~0u; src_param->reg.idx[1].rel_addr = NULL; src_param->reg.idx[2].offset = ~0u; src_param->reg.idx[2].rel_addr = NULL; src_param->reg.idx_count = 0; src_param->reg.dimension = dimension; memcpy(src_param->reg.u.immconst_u32, *ptr, count * sizeof(uint32_t)); src_param->swizzle = VKD3D_SHADER_NO_SWIZZLE; src_param->modifiers = 0; *ptr += count; } static void shader_sm1_read_comment(struct vkd3d_shader_sm1_parser *sm1) { const uint32_t **ptr = &sm1->ptr; const char *comment; unsigned int size; size_t remaining; uint32_t token; if (*ptr >= sm1->end) return; remaining = sm1->end - *ptr; token = **ptr; while ((token & VKD3D_SM1_OPCODE_MASK) == VKD3D_SM1_OP_COMMENT) { size = (token & VKD3D_SM1_COMMENT_SIZE_MASK) >> VKD3D_SM1_COMMENT_SIZE_SHIFT; if (size > --remaining) { vkd3d_shader_parser_error(&sm1->p, VKD3D_SHADER_ERROR_D3DBC_UNEXPECTED_EOF, "Encountered a %u token comment, but only %zu token(s) is/are remaining.", size, remaining); return; } comment = (const char *)++(*ptr); remaining -= size; *ptr += size; if (size > 1 && *(const uint32_t *)comment == TAG_TEXT) { const char *end = comment + size * sizeof(token); const char *p = comment + sizeof(token); const char *line; TRACE("// TEXT\n"); for (line = p; line < end; line = p) { if (!(p = memchr(line, '\n', end - line))) p = end; else ++p; TRACE("// %s\n", debugstr_an(line, p - line)); } } else if (size) { TRACE("// %s\n", debugstr_an(comment, size * sizeof(token))); } else break; if (!remaining) break; token = **ptr; } } static void shader_sm1_validate_instruction(struct vkd3d_shader_sm1_parser *sm1, struct vkd3d_shader_instruction *ins) { if ((ins->opcode == VKD3DSIH_BREAKP || ins->opcode == VKD3DSIH_IF) && ins->flags) { vkd3d_shader_parser_warning(&sm1->p, VKD3D_SHADER_WARNING_D3DBC_IGNORED_INSTRUCTION_FLAGS, "Ignoring unexpected instruction flags %#x.", ins->flags); ins->flags = 0; } } static unsigned int mask_from_swizzle(uint32_t swizzle) { return (1u << vsir_swizzle_get_component(swizzle, 0)) | (1u << vsir_swizzle_get_component(swizzle, 1)) | (1u << vsir_swizzle_get_component(swizzle, 2)) | (1u << vsir_swizzle_get_component(swizzle, 3)); } static void shader_sm1_read_instruction(struct vkd3d_shader_sm1_parser *sm1, struct vkd3d_shader_instruction *ins) { struct vkd3d_shader_src_param *src_params, *predicate; const struct vkd3d_sm1_opcode_info *opcode_info; struct vsir_program *program = sm1->p.program; struct vkd3d_shader_dst_param *dst_param; const uint32_t **ptr = &sm1->ptr; uint32_t opcode_token; const uint32_t *p; bool predicated; unsigned int i; shader_sm1_read_comment(sm1); if (*ptr >= sm1->end) { WARN("End of byte-code, failed to read opcode.\n"); goto fail; } ++sm1->p.location.line; opcode_token = read_u32(ptr); if (!(opcode_info = shader_sm1_get_opcode_info(sm1, opcode_token & VKD3D_SM1_OPCODE_MASK))) { vkd3d_shader_parser_error(&sm1->p, VKD3D_SHADER_ERROR_D3DBC_INVALID_OPCODE, "Invalid opcode %#x (token 0x%08x, shader version %u.%u).", opcode_token & VKD3D_SM1_OPCODE_MASK, opcode_token, program->shader_version.major, program->shader_version.minor); goto fail; } vsir_instruction_init(ins, &sm1->p.location, opcode_info->vkd3d_opcode); ins->flags = (opcode_token & VKD3D_SM1_INSTRUCTION_FLAGS_MASK) >> VKD3D_SM1_INSTRUCTION_FLAGS_SHIFT; ins->coissue = opcode_token & VKD3D_SM1_COISSUE; ins->raw = false; ins->structured = false; predicated = !!(opcode_token & VKD3D_SM1_INSTRUCTION_PREDICATED); ins->predicate = predicate = predicated ? vsir_program_get_src_params(program, 1) : NULL; ins->dst_count = opcode_info->dst_count; ins->dst = dst_param = vsir_program_get_dst_params(program, ins->dst_count); ins->src_count = opcode_info->src_count; ins->src = src_params = vsir_program_get_src_params(program, ins->src_count); if ((!predicate && predicated) || (!src_params && ins->src_count) || (!dst_param && ins->dst_count)) { vkd3d_shader_parser_error(&sm1->p, VKD3D_SHADER_ERROR_D3DBC_OUT_OF_MEMORY, "Out of memory."); goto fail; } ins->resource_type = VKD3D_SHADER_RESOURCE_NONE; ins->resource_stride = 0; ins->resource_data_type[0] = VKD3D_DATA_FLOAT; ins->resource_data_type[1] = VKD3D_DATA_FLOAT; ins->resource_data_type[2] = VKD3D_DATA_FLOAT; ins->resource_data_type[3] = VKD3D_DATA_FLOAT; memset(&ins->texel_offset, 0, sizeof(ins->texel_offset)); p = *ptr; shader_sm1_skip_opcode(sm1, ptr, opcode_info, opcode_token); if (*ptr > sm1->end) { vkd3d_shader_parser_error(&sm1->p, VKD3D_SHADER_ERROR_D3DBC_UNEXPECTED_EOF, "The current instruction ends %zu token(s) past the end of the shader.", *ptr - sm1->end); goto fail; } if (ins->opcode == VKD3DSIH_DCL) { shader_sm1_read_semantic(sm1, &p, &ins->declaration.semantic); } else if (ins->opcode == VKD3DSIH_DEF) { shader_sm1_read_dst_param(sm1, &p, dst_param); shader_sm1_read_immconst(sm1, &p, &src_params[0], VSIR_DIMENSION_VEC4, VKD3D_DATA_FLOAT); shader_sm1_scan_register(sm1, &dst_param->reg, dst_param->write_mask, true); } else if (ins->opcode == VKD3DSIH_DEFB) { shader_sm1_read_dst_param(sm1, &p, dst_param); shader_sm1_read_immconst(sm1, &p, &src_params[0], VSIR_DIMENSION_SCALAR, VKD3D_DATA_UINT); shader_sm1_scan_register(sm1, &dst_param->reg, dst_param->write_mask, true); } else if (ins->opcode == VKD3DSIH_DEFI) { shader_sm1_read_dst_param(sm1, &p, dst_param); shader_sm1_read_immconst(sm1, &p, &src_params[0], VSIR_DIMENSION_VEC4, VKD3D_DATA_INT); shader_sm1_scan_register(sm1, &dst_param->reg, dst_param->write_mask, true); } else { /* Destination token */ if (ins->dst_count) { shader_sm1_read_dst_param(sm1, &p, dst_param); shader_sm1_scan_register(sm1, &dst_param->reg, dst_param->write_mask, false); } /* Predication token */ if (ins->predicate) shader_sm1_read_src_param(sm1, &p, predicate); /* Other source tokens */ for (i = 0; i < ins->src_count; ++i) { shader_sm1_read_src_param(sm1, &p, &src_params[i]); shader_sm1_scan_register(sm1, &src_params[i].reg, mask_from_swizzle(src_params[i].swizzle), false); } } if (sm1->abort) { sm1->abort = false; goto fail; } shader_sm1_validate_instruction(sm1, ins); return; fail: ins->opcode = VKD3DSIH_INVALID; *ptr = sm1->end; } static bool shader_sm1_is_end(struct vkd3d_shader_sm1_parser *sm1) { const uint32_t **ptr = &sm1->ptr; shader_sm1_read_comment(sm1); if (*ptr >= sm1->end) return true; if (**ptr == VKD3D_SM1_END) { ++(*ptr); return true; } return false; } static enum vkd3d_result shader_sm1_init(struct vkd3d_shader_sm1_parser *sm1, struct vsir_program *program, const struct vkd3d_shader_compile_info *compile_info, struct vkd3d_shader_message_context *message_context) { const struct vkd3d_shader_location location = {.source_name = compile_info->source_name}; const uint32_t *code = compile_info->source.code; size_t code_size = compile_info->source.size; struct vkd3d_shader_version version; uint16_t shader_type; size_t token_count; token_count = code_size / sizeof(*sm1->start); if (token_count < 2) { vkd3d_shader_error(message_context, &location, VKD3D_SHADER_ERROR_D3DBC_UNEXPECTED_EOF, "Invalid shader size %zu (token count %zu). At least 2 tokens are required.", code_size, token_count); return VKD3D_ERROR_INVALID_SHADER; } TRACE("Version: 0x%08x.\n", code[0]); shader_type = code[0] >> 16; version.major = VKD3D_SM1_VERSION_MAJOR(code[0]); version.minor = VKD3D_SM1_VERSION_MINOR(code[0]); switch (shader_type) { case VKD3D_SM1_VS: version.type = VKD3D_SHADER_TYPE_VERTEX; sm1->opcode_table = vs_opcode_table; break; case VKD3D_SM1_PS: version.type = VKD3D_SHADER_TYPE_PIXEL; sm1->opcode_table = ps_opcode_table; break; default: vkd3d_shader_error(message_context, &location, VKD3D_SHADER_ERROR_D3DBC_INVALID_VERSION_TOKEN, "Invalid shader type %#x (token 0x%08x).", shader_type, code[0]); return VKD3D_ERROR_INVALID_SHADER; } if (!vkd3d_shader_ver_le(&version, 3, 0)) { vkd3d_shader_error(message_context, &location, VKD3D_SHADER_ERROR_D3DBC_INVALID_VERSION_TOKEN, "Invalid shader version %u.%u (token 0x%08x).", version.major, version.minor, code[0]); return VKD3D_ERROR_INVALID_SHADER; } sm1->start = &code[1]; sm1->end = &code[token_count]; /* Estimate instruction count to avoid reallocation in most shaders. */ if (!vsir_program_init(program, compile_info, &version, code_size != ~(size_t)0 ? token_count / 4u + 4 : 16)) return VKD3D_ERROR_OUT_OF_MEMORY; vkd3d_shader_parser_init(&sm1->p, program, message_context, compile_info->source_name); sm1->ptr = sm1->start; return VKD3D_OK; } static uint32_t get_external_constant_count(struct vkd3d_shader_sm1_parser *sm1, enum vkd3d_shader_d3dbc_constant_register set) { unsigned int j; /* Find the highest constant index which is not written by a DEF * instruction. We can't (easily) use an FFZ function for this since it * needs to be limited by the highest used register index. */ for (j = sm1->constants[set].count; j > 0; --j) { if (!bitmap_is_set(sm1->constants[set].def_mask, j - 1)) return j; } return 0; } int d3dbc_parse(const struct vkd3d_shader_compile_info *compile_info, uint64_t config_flags, struct vkd3d_shader_message_context *message_context, struct vsir_program *program) { struct vkd3d_shader_instruction_array *instructions; struct vkd3d_shader_sm1_parser sm1 = {0}; struct vkd3d_shader_instruction *ins; unsigned int i; int ret; if ((ret = shader_sm1_init(&sm1, program, compile_info, message_context)) < 0) { WARN("Failed to initialise shader parser, ret %d.\n", ret); return ret; } instructions = &program->instructions; while (!shader_sm1_is_end(&sm1)) { if (!shader_instruction_array_reserve(instructions, instructions->count + 1)) { ERR("Failed to allocate instructions.\n"); vkd3d_shader_parser_error(&sm1.p, VKD3D_SHADER_ERROR_D3DBC_OUT_OF_MEMORY, "Out of memory."); vsir_program_cleanup(program); return VKD3D_ERROR_OUT_OF_MEMORY; } ins = &instructions->elements[instructions->count]; shader_sm1_read_instruction(&sm1, ins); if (ins->opcode == VKD3DSIH_INVALID) { WARN("Encountered unrecognized or invalid instruction.\n"); vsir_program_cleanup(program); return VKD3D_ERROR_INVALID_SHADER; } ++instructions->count; } for (i = 0; i < ARRAY_SIZE(program->flat_constant_count); ++i) program->flat_constant_count[i] = get_external_constant_count(&sm1, i); if (!sm1.p.failed) ret = vkd3d_shader_parser_validate(&sm1.p, config_flags); if (sm1.p.failed && ret >= 0) ret = VKD3D_ERROR_INVALID_SHADER; if (ret < 0) { WARN("Failed to parse shader.\n"); vsir_program_cleanup(program); return ret; } return ret; } bool hlsl_sm1_register_from_semantic(const struct vkd3d_shader_version *version, const char *semantic_name, unsigned int semantic_index, bool output, enum vkd3d_shader_register_type *type, unsigned int *reg) { unsigned int i; static const struct { const char *semantic; bool output; enum vkd3d_shader_type shader_type; unsigned int major_version; enum vkd3d_shader_register_type type; unsigned int offset; } register_table[] = { {"color", false, VKD3D_SHADER_TYPE_PIXEL, 1, VKD3DSPR_INPUT}, {"texcoord", false, VKD3D_SHADER_TYPE_PIXEL, 1, VKD3DSPR_TEXTURE}, {"color", true, VKD3D_SHADER_TYPE_PIXEL, 2, VKD3DSPR_COLOROUT}, {"depth", true, VKD3D_SHADER_TYPE_PIXEL, 2, VKD3DSPR_DEPTHOUT}, {"sv_depth", true, VKD3D_SHADER_TYPE_PIXEL, 2, VKD3DSPR_DEPTHOUT}, {"sv_target", true, VKD3D_SHADER_TYPE_PIXEL, 2, VKD3DSPR_COLOROUT}, {"color", false, VKD3D_SHADER_TYPE_PIXEL, 2, VKD3DSPR_INPUT}, {"texcoord", false, VKD3D_SHADER_TYPE_PIXEL, 2, VKD3DSPR_TEXTURE}, {"color", true, VKD3D_SHADER_TYPE_PIXEL, 3, VKD3DSPR_COLOROUT}, {"depth", true, VKD3D_SHADER_TYPE_PIXEL, 3, VKD3DSPR_DEPTHOUT}, {"sv_depth", true, VKD3D_SHADER_TYPE_PIXEL, 3, VKD3DSPR_DEPTHOUT}, {"sv_target", true, VKD3D_SHADER_TYPE_PIXEL, 3, VKD3DSPR_COLOROUT}, {"sv_position", false, VKD3D_SHADER_TYPE_PIXEL, 3, VKD3DSPR_MISCTYPE, D3DSMO_POSITION}, {"vface", false, VKD3D_SHADER_TYPE_PIXEL, 3, VKD3DSPR_MISCTYPE, D3DSMO_FACE}, {"vpos", false, VKD3D_SHADER_TYPE_PIXEL, 3, VKD3DSPR_MISCTYPE, D3DSMO_POSITION}, {"color", true, VKD3D_SHADER_TYPE_VERTEX, 1, VKD3DSPR_ATTROUT}, {"fog", true, VKD3D_SHADER_TYPE_VERTEX, 1, VKD3DSPR_RASTOUT, D3DSRO_FOG}, {"position", true, VKD3D_SHADER_TYPE_VERTEX, 1, VKD3DSPR_RASTOUT, D3DSRO_POSITION}, {"psize", true, VKD3D_SHADER_TYPE_VERTEX, 1, VKD3DSPR_RASTOUT, D3DSRO_POINT_SIZE}, {"sv_position", true, VKD3D_SHADER_TYPE_VERTEX, 1, VKD3DSPR_RASTOUT, D3DSRO_POSITION}, {"texcoord", true, VKD3D_SHADER_TYPE_VERTEX, 1, VKD3DSPR_TEXCRDOUT}, {"color", true, VKD3D_SHADER_TYPE_VERTEX, 2, VKD3DSPR_ATTROUT}, {"fog", true, VKD3D_SHADER_TYPE_VERTEX, 2, VKD3DSPR_RASTOUT, D3DSRO_FOG}, {"position", true, VKD3D_SHADER_TYPE_VERTEX, 2, VKD3DSPR_RASTOUT, D3DSRO_POSITION}, {"psize", true, VKD3D_SHADER_TYPE_VERTEX, 2, VKD3DSPR_RASTOUT, D3DSRO_POINT_SIZE}, {"sv_position", true, VKD3D_SHADER_TYPE_VERTEX, 2, VKD3DSPR_RASTOUT, D3DSRO_POSITION}, {"texcoord", true, VKD3D_SHADER_TYPE_VERTEX, 2, VKD3DSPR_TEXCRDOUT}, }; for (i = 0; i < ARRAY_SIZE(register_table); ++i) { if (!ascii_strcasecmp(semantic_name, register_table[i].semantic) && output == register_table[i].output && version->type == register_table[i].shader_type && version->major == register_table[i].major_version) { *type = register_table[i].type; if (register_table[i].type == VKD3DSPR_MISCTYPE || register_table[i].type == VKD3DSPR_RASTOUT) *reg = register_table[i].offset; else *reg = semantic_index; return true; } } return false; } bool hlsl_sm1_usage_from_semantic(const char *semantic_name, uint32_t semantic_index, D3DDECLUSAGE *usage, uint32_t *usage_idx) { static const struct { const char *name; D3DDECLUSAGE usage; } semantics[] = { {"binormal", D3DDECLUSAGE_BINORMAL}, {"blendindices", D3DDECLUSAGE_BLENDINDICES}, {"blendweight", D3DDECLUSAGE_BLENDWEIGHT}, {"color", D3DDECLUSAGE_COLOR}, {"depth", D3DDECLUSAGE_DEPTH}, {"fog", D3DDECLUSAGE_FOG}, {"normal", D3DDECLUSAGE_NORMAL}, {"position", D3DDECLUSAGE_POSITION}, {"positiont", D3DDECLUSAGE_POSITIONT}, {"psize", D3DDECLUSAGE_PSIZE}, {"sample", D3DDECLUSAGE_SAMPLE}, {"sv_depth", D3DDECLUSAGE_DEPTH}, {"sv_position", D3DDECLUSAGE_POSITION}, {"sv_target", D3DDECLUSAGE_COLOR}, {"tangent", D3DDECLUSAGE_TANGENT}, {"tessfactor", D3DDECLUSAGE_TESSFACTOR}, {"texcoord", D3DDECLUSAGE_TEXCOORD}, }; unsigned int i; for (i = 0; i < ARRAY_SIZE(semantics); ++i) { if (!ascii_strcasecmp(semantic_name, semantics[i].name)) { *usage = semantics[i].usage; *usage_idx = semantic_index; return true; } } return false; } struct d3dbc_compiler { struct vsir_program *program; struct vkd3d_bytecode_buffer buffer; struct vkd3d_shader_message_context *message_context; /* OBJECTIVE: Store all the required information in the other fields so * that this hlsl_ctx is no longer necessary. */ struct hlsl_ctx *ctx; }; static uint32_t sm1_version(enum vkd3d_shader_type type, unsigned int major, unsigned int minor) { if (type == VKD3D_SHADER_TYPE_VERTEX) return D3DVS_VERSION(major, minor); else return D3DPS_VERSION(major, minor); } D3DXPARAMETER_CLASS hlsl_sm1_class(const struct hlsl_type *type) { switch (type->class) { case HLSL_CLASS_ARRAY: return hlsl_sm1_class(type->e.array.type); case HLSL_CLASS_MATRIX: VKD3D_ASSERT(type->modifiers & HLSL_MODIFIERS_MAJORITY_MASK); if (type->modifiers & HLSL_MODIFIER_COLUMN_MAJOR) return D3DXPC_MATRIX_COLUMNS; else return D3DXPC_MATRIX_ROWS; case HLSL_CLASS_SCALAR: return D3DXPC_SCALAR; case HLSL_CLASS_STRUCT: return D3DXPC_STRUCT; case HLSL_CLASS_VECTOR: return D3DXPC_VECTOR; case HLSL_CLASS_PIXEL_SHADER: case HLSL_CLASS_SAMPLER: case HLSL_CLASS_STRING: case HLSL_CLASS_TEXTURE: case HLSL_CLASS_VERTEX_SHADER: return D3DXPC_OBJECT; case HLSL_CLASS_DEPTH_STENCIL_STATE: case HLSL_CLASS_DEPTH_STENCIL_VIEW: case HLSL_CLASS_EFFECT_GROUP: case HLSL_CLASS_PASS: case HLSL_CLASS_RASTERIZER_STATE: case HLSL_CLASS_RENDER_TARGET_VIEW: case HLSL_CLASS_TECHNIQUE: case HLSL_CLASS_UAV: case HLSL_CLASS_VOID: case HLSL_CLASS_CONSTANT_BUFFER: case HLSL_CLASS_COMPUTE_SHADER: case HLSL_CLASS_DOMAIN_SHADER: case HLSL_CLASS_HULL_SHADER: break; } vkd3d_unreachable(); } D3DXPARAMETER_TYPE hlsl_sm1_base_type(const struct hlsl_type *type) { switch (type->class) { case HLSL_CLASS_SCALAR: case HLSL_CLASS_VECTOR: case HLSL_CLASS_MATRIX: switch (type->e.numeric.type) { case HLSL_TYPE_BOOL: return D3DXPT_BOOL; /* Actually double behaves differently depending on DLL version: * For <= 36, it maps to D3DXPT_FLOAT. * For 37-40, it maps to zero (D3DXPT_VOID). * For >= 41, it maps to 39, which is D3D_SVT_DOUBLE (note D3D_SVT_* * values are mostly compatible with D3DXPT_*). * However, the latter two cases look like bugs, and a reasonable * application certainly wouldn't know what to do with them. * For fx_2_0 it's always D3DXPT_FLOAT regardless of DLL version. */ case HLSL_TYPE_DOUBLE: case HLSL_TYPE_FLOAT: case HLSL_TYPE_HALF: return D3DXPT_FLOAT; case HLSL_TYPE_INT: case HLSL_TYPE_UINT: return D3DXPT_INT; default: vkd3d_unreachable(); } case HLSL_CLASS_SAMPLER: switch (type->sampler_dim) { case HLSL_SAMPLER_DIM_1D: return D3DXPT_SAMPLER1D; case HLSL_SAMPLER_DIM_2D: return D3DXPT_SAMPLER2D; case HLSL_SAMPLER_DIM_3D: return D3DXPT_SAMPLER3D; case HLSL_SAMPLER_DIM_CUBE: return D3DXPT_SAMPLERCUBE; case HLSL_SAMPLER_DIM_GENERIC: return D3DXPT_SAMPLER; default: ERR("Invalid dimension %#x.\n", type->sampler_dim); vkd3d_unreachable(); } break; case HLSL_CLASS_TEXTURE: switch (type->sampler_dim) { case HLSL_SAMPLER_DIM_1D: return D3DXPT_TEXTURE1D; case HLSL_SAMPLER_DIM_2D: return D3DXPT_TEXTURE2D; case HLSL_SAMPLER_DIM_3D: return D3DXPT_TEXTURE3D; case HLSL_SAMPLER_DIM_CUBE: return D3DXPT_TEXTURECUBE; case HLSL_SAMPLER_DIM_GENERIC: return D3DXPT_TEXTURE; default: ERR("Invalid dimension %#x.\n", type->sampler_dim); vkd3d_unreachable(); } break; case HLSL_CLASS_ARRAY: return hlsl_sm1_base_type(type->e.array.type); case HLSL_CLASS_STRUCT: return D3DXPT_VOID; case HLSL_CLASS_STRING: return D3DXPT_STRING; case HLSL_CLASS_PIXEL_SHADER: return D3DXPT_PIXELSHADER; case HLSL_CLASS_VERTEX_SHADER: return D3DXPT_VERTEXSHADER; case HLSL_CLASS_DEPTH_STENCIL_STATE: case HLSL_CLASS_DEPTH_STENCIL_VIEW: case HLSL_CLASS_EFFECT_GROUP: case HLSL_CLASS_PASS: case HLSL_CLASS_RASTERIZER_STATE: case HLSL_CLASS_RENDER_TARGET_VIEW: case HLSL_CLASS_TECHNIQUE: case HLSL_CLASS_UAV: case HLSL_CLASS_VOID: case HLSL_CLASS_CONSTANT_BUFFER: case HLSL_CLASS_COMPUTE_SHADER: case HLSL_CLASS_DOMAIN_SHADER: case HLSL_CLASS_HULL_SHADER: break; } vkd3d_unreachable(); } static void write_sm1_type(struct vkd3d_bytecode_buffer *buffer, struct hlsl_type *type, unsigned int ctab_start) { const struct hlsl_type *array_type = hlsl_get_multiarray_element_type(type); unsigned int array_size = hlsl_get_multiarray_size(type); unsigned int field_count = 0; size_t fields_offset = 0; size_t i; if (type->bytecode_offset) return; if (array_type->class == HLSL_CLASS_STRUCT) { field_count = array_type->e.record.field_count; for (i = 0; i < field_count; ++i) { struct hlsl_struct_field *field = &array_type->e.record.fields[i]; field->name_bytecode_offset = put_string(buffer, field->name); write_sm1_type(buffer, field->type, ctab_start); } fields_offset = bytecode_align(buffer) - ctab_start; for (i = 0; i < field_count; ++i) { struct hlsl_struct_field *field = &array_type->e.record.fields[i]; put_u32(buffer, field->name_bytecode_offset - ctab_start); put_u32(buffer, field->type->bytecode_offset - ctab_start); } } type->bytecode_offset = put_u32(buffer, vkd3d_make_u32(hlsl_sm1_class(type), hlsl_sm1_base_type(array_type))); put_u32(buffer, vkd3d_make_u32(type->dimy, type->dimx)); put_u32(buffer, vkd3d_make_u32(array_size, field_count)); put_u32(buffer, fields_offset); } static void sm1_sort_extern(struct list *sorted, struct hlsl_ir_var *to_sort) { struct hlsl_ir_var *var; list_remove(&to_sort->extern_entry); LIST_FOR_EACH_ENTRY(var, sorted, struct hlsl_ir_var, extern_entry) { if (strcmp(to_sort->name, var->name) < 0) { list_add_before(&var->extern_entry, &to_sort->extern_entry); return; } } list_add_tail(sorted, &to_sort->extern_entry); } static void sm1_sort_externs(struct hlsl_ctx *ctx) { struct list sorted = LIST_INIT(sorted); struct hlsl_ir_var *var, *next; LIST_FOR_EACH_ENTRY_SAFE(var, next, &ctx->extern_vars, struct hlsl_ir_var, extern_entry) { if (var->is_uniform) sm1_sort_extern(&sorted, var); } list_move_tail(&ctx->extern_vars, &sorted); } void write_sm1_uniforms(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffer *buffer) { size_t ctab_offset, ctab_start, ctab_end, vars_start, size_offset, creator_offset, offset; unsigned int uniform_count = 0; struct hlsl_ir_var *var; LIST_FOR_EACH_ENTRY(var, &ctx->extern_vars, struct hlsl_ir_var, extern_entry) { unsigned int r; for (r = 0; r <= HLSL_REGSET_LAST; ++r) { if (var->semantic.name || !var->regs[r].allocated || !var->last_read) continue; ++uniform_count; if (var->is_param && var->is_uniform) { char *new_name; if (!(new_name = hlsl_sprintf_alloc(ctx, "$%s", var->name))) return; vkd3d_free((char *)var->name); var->name = new_name; } } } sm1_sort_externs(ctx); size_offset = put_u32(buffer, 0); ctab_offset = put_u32(buffer, VKD3D_MAKE_TAG('C','T','A','B')); ctab_start = put_u32(buffer, sizeof(D3DXSHADER_CONSTANTTABLE)); creator_offset = put_u32(buffer, 0); put_u32(buffer, sm1_version(ctx->profile->type, ctx->profile->major_version, ctx->profile->minor_version)); put_u32(buffer, uniform_count); put_u32(buffer, sizeof(D3DXSHADER_CONSTANTTABLE)); /* offset of constants */ put_u32(buffer, 0); /* FIXME: flags */ put_u32(buffer, 0); /* FIXME: target string */ vars_start = bytecode_align(buffer); LIST_FOR_EACH_ENTRY(var, &ctx->extern_vars, struct hlsl_ir_var, extern_entry) { unsigned int r; for (r = 0; r <= HLSL_REGSET_LAST; ++r) { if (var->semantic.name || !var->regs[r].allocated || !var->last_read) continue; put_u32(buffer, 0); /* name */ if (r == HLSL_REGSET_NUMERIC) { put_u32(buffer, vkd3d_make_u32(D3DXRS_FLOAT4, var->regs[r].id)); put_u32(buffer, var->bind_count[r]); } else { put_u32(buffer, vkd3d_make_u32(D3DXRS_SAMPLER, var->regs[r].index)); put_u32(buffer, var->bind_count[r]); } put_u32(buffer, 0); /* type */ put_u32(buffer, 0); /* default value */ } } uniform_count = 0; LIST_FOR_EACH_ENTRY(var, &ctx->extern_vars, struct hlsl_ir_var, extern_entry) { unsigned int r; for (r = 0; r <= HLSL_REGSET_LAST; ++r) { size_t var_offset, name_offset; if (var->semantic.name || !var->regs[r].allocated || !var->last_read) continue; var_offset = vars_start + (uniform_count * 5 * sizeof(uint32_t)); name_offset = put_string(buffer, var->name); set_u32(buffer, var_offset, name_offset - ctab_start); write_sm1_type(buffer, var->data_type, ctab_start); set_u32(buffer, var_offset + 3 * sizeof(uint32_t), var->data_type->bytecode_offset - ctab_start); if (var->default_values) { unsigned int reg_size = var->data_type->reg_size[HLSL_REGSET_NUMERIC]; unsigned int comp_count = hlsl_type_component_count(var->data_type); unsigned int default_value_offset; unsigned int k; default_value_offset = bytecode_reserve_bytes(buffer, reg_size * sizeof(uint32_t)); set_u32(buffer, var_offset + 4 * sizeof(uint32_t), default_value_offset - ctab_start); for (k = 0; k < comp_count; ++k) { struct hlsl_type *comp_type = hlsl_type_get_component_type(ctx, var->data_type, k); unsigned int comp_offset; enum hlsl_regset regset; comp_offset = hlsl_type_get_component_offset(ctx, var->data_type, k, ®set); if (regset == HLSL_REGSET_NUMERIC) { union { uint32_t u; float f; } uni; switch (comp_type->e.numeric.type) { case HLSL_TYPE_DOUBLE: hlsl_fixme(ctx, &var->loc, "Write double default values."); uni.u = 0; break; case HLSL_TYPE_INT: uni.f = var->default_values[k].value.i; break; case HLSL_TYPE_UINT: case HLSL_TYPE_BOOL: uni.f = var->default_values[k].value.u; break; case HLSL_TYPE_HALF: case HLSL_TYPE_FLOAT: uni.u = var->default_values[k].value.u; break; default: vkd3d_unreachable(); } set_u32(buffer, default_value_offset + comp_offset * sizeof(uint32_t), uni.u); } } } ++uniform_count; } } offset = put_string(buffer, vkd3d_shader_get_version(NULL, NULL)); set_u32(buffer, creator_offset, offset - ctab_start); ctab_end = bytecode_align(buffer); set_u32(buffer, size_offset, vkd3d_make_u32(D3DSIO_COMMENT, (ctab_end - ctab_offset) / sizeof(uint32_t))); } static uint32_t sm1_encode_register_type(enum vkd3d_shader_register_type type) { return ((type << D3DSP_REGTYPE_SHIFT) & D3DSP_REGTYPE_MASK) | ((type << D3DSP_REGTYPE_SHIFT2) & D3DSP_REGTYPE_MASK2); } struct sm1_instruction { D3DSHADER_INSTRUCTION_OPCODE_TYPE opcode; unsigned int flags; struct sm1_dst_register { enum vkd3d_shader_register_type type; D3DSHADER_PARAM_DSTMOD_TYPE mod; unsigned int writemask; uint32_t reg; } dst; struct sm1_src_register { enum vkd3d_shader_register_type type; D3DSHADER_PARAM_SRCMOD_TYPE mod; unsigned int swizzle; uint32_t reg; } srcs[4]; unsigned int src_count; unsigned int has_dst; }; static bool is_inconsequential_instr(const struct sm1_instruction *instr) { const struct sm1_src_register *src = &instr->srcs[0]; const struct sm1_dst_register *dst = &instr->dst; unsigned int i; if (instr->opcode != D3DSIO_MOV) return false; if (dst->mod != D3DSPDM_NONE) return false; if (src->mod != D3DSPSM_NONE) return false; if (src->type != dst->type) return false; if (src->reg != dst->reg) return false; for (i = 0; i < 4; ++i) { if ((dst->writemask & (1 << i)) && (vsir_swizzle_get_component(src->swizzle, i) != i)) return false; } return true; } static void write_sm1_dst_register(struct vkd3d_bytecode_buffer *buffer, const struct sm1_dst_register *reg) { VKD3D_ASSERT(reg->writemask); put_u32(buffer, (1u << 31) | sm1_encode_register_type(reg->type) | reg->mod | (reg->writemask << 16) | reg->reg); } static void write_sm1_src_register(struct vkd3d_bytecode_buffer *buffer, const struct sm1_src_register *reg) { put_u32(buffer, (1u << 31) | sm1_encode_register_type(reg->type) | reg->mod | (reg->swizzle << 16) | reg->reg); } static void d3dbc_write_instruction(struct d3dbc_compiler *d3dbc, const struct sm1_instruction *instr) { const struct vkd3d_shader_version *version = &d3dbc->program->shader_version; struct vkd3d_bytecode_buffer *buffer = &d3dbc->buffer; uint32_t token = instr->opcode; unsigned int i; if (is_inconsequential_instr(instr)) return; token |= VKD3D_SM1_INSTRUCTION_FLAGS_MASK & (instr->flags << VKD3D_SM1_INSTRUCTION_FLAGS_SHIFT); if (version->major > 1) token |= (instr->has_dst + instr->src_count) << D3DSI_INSTLENGTH_SHIFT; put_u32(buffer, token); if (instr->has_dst) write_sm1_dst_register(buffer, &instr->dst); for (i = 0; i < instr->src_count; ++i) write_sm1_src_register(buffer, &instr->srcs[i]); }; static void sm1_map_src_swizzle(struct sm1_src_register *src, unsigned int map_writemask) { src->swizzle = hlsl_map_swizzle(src->swizzle, map_writemask); } static void d3dbc_write_dp2add(struct d3dbc_compiler *d3dbc, const struct hlsl_reg *dst, const struct hlsl_reg *src1, const struct hlsl_reg *src2, const struct hlsl_reg *src3) { struct sm1_instruction instr = { .opcode = D3DSIO_DP2ADD, .dst.type = VKD3DSPR_TEMP, .dst.writemask = dst->writemask, .dst.reg = dst->id, .has_dst = 1, .srcs[0].type = VKD3DSPR_TEMP, .srcs[0].swizzle = hlsl_swizzle_from_writemask(src1->writemask), .srcs[0].reg = src1->id, .srcs[1].type = VKD3DSPR_TEMP, .srcs[1].swizzle = hlsl_swizzle_from_writemask(src2->writemask), .srcs[1].reg = src2->id, .srcs[2].type = VKD3DSPR_TEMP, .srcs[2].swizzle = hlsl_swizzle_from_writemask(src3->writemask), .srcs[2].reg = src3->id, .src_count = 3, }; d3dbc_write_instruction(d3dbc, &instr); } static void d3dbc_write_ternary_op(struct d3dbc_compiler *d3dbc, D3DSHADER_INSTRUCTION_OPCODE_TYPE opcode, const struct hlsl_reg *dst, const struct hlsl_reg *src1, const struct hlsl_reg *src2, const struct hlsl_reg *src3) { struct sm1_instruction instr = { .opcode = opcode, .dst.type = VKD3DSPR_TEMP, .dst.writemask = dst->writemask, .dst.reg = dst->id, .has_dst = 1, .srcs[0].type = VKD3DSPR_TEMP, .srcs[0].swizzle = hlsl_swizzle_from_writemask(src1->writemask), .srcs[0].reg = src1->id, .srcs[1].type = VKD3DSPR_TEMP, .srcs[1].swizzle = hlsl_swizzle_from_writemask(src2->writemask), .srcs[1].reg = src2->id, .srcs[2].type = VKD3DSPR_TEMP, .srcs[2].swizzle = hlsl_swizzle_from_writemask(src3->writemask), .srcs[2].reg = src3->id, .src_count = 3, }; sm1_map_src_swizzle(&instr.srcs[0], instr.dst.writemask); sm1_map_src_swizzle(&instr.srcs[1], instr.dst.writemask); sm1_map_src_swizzle(&instr.srcs[2], instr.dst.writemask); d3dbc_write_instruction(d3dbc, &instr); } static void d3dbc_write_binary_op(struct d3dbc_compiler *d3dbc, D3DSHADER_INSTRUCTION_OPCODE_TYPE opcode, const struct hlsl_reg *dst, const struct hlsl_reg *src1, const struct hlsl_reg *src2) { struct sm1_instruction instr = { .opcode = opcode, .dst.type = VKD3DSPR_TEMP, .dst.writemask = dst->writemask, .dst.reg = dst->id, .has_dst = 1, .srcs[0].type = VKD3DSPR_TEMP, .srcs[0].swizzle = hlsl_swizzle_from_writemask(src1->writemask), .srcs[0].reg = src1->id, .srcs[1].type = VKD3DSPR_TEMP, .srcs[1].swizzle = hlsl_swizzle_from_writemask(src2->writemask), .srcs[1].reg = src2->id, .src_count = 2, }; sm1_map_src_swizzle(&instr.srcs[0], instr.dst.writemask); sm1_map_src_swizzle(&instr.srcs[1], instr.dst.writemask); d3dbc_write_instruction(d3dbc, &instr); } static void d3dbc_write_dot(struct d3dbc_compiler *d3dbc, D3DSHADER_INSTRUCTION_OPCODE_TYPE opcode, const struct hlsl_reg *dst, const struct hlsl_reg *src1, const struct hlsl_reg *src2) { struct sm1_instruction instr = { .opcode = opcode, .dst.type = VKD3DSPR_TEMP, .dst.writemask = dst->writemask, .dst.reg = dst->id, .has_dst = 1, .srcs[0].type = VKD3DSPR_TEMP, .srcs[0].swizzle = hlsl_swizzle_from_writemask(src1->writemask), .srcs[0].reg = src1->id, .srcs[1].type = VKD3DSPR_TEMP, .srcs[1].swizzle = hlsl_swizzle_from_writemask(src2->writemask), .srcs[1].reg = src2->id, .src_count = 2, }; d3dbc_write_instruction(d3dbc, &instr); } static void d3dbc_write_unary_op(struct d3dbc_compiler *d3dbc, D3DSHADER_INSTRUCTION_OPCODE_TYPE opcode, const struct hlsl_reg *dst, const struct hlsl_reg *src, D3DSHADER_PARAM_SRCMOD_TYPE src_mod, D3DSHADER_PARAM_DSTMOD_TYPE dst_mod) { struct sm1_instruction instr = { .opcode = opcode, .dst.type = VKD3DSPR_TEMP, .dst.mod = dst_mod, .dst.writemask = dst->writemask, .dst.reg = dst->id, .has_dst = 1, .srcs[0].type = VKD3DSPR_TEMP, .srcs[0].swizzle = hlsl_swizzle_from_writemask(src->writemask), .srcs[0].reg = src->id, .srcs[0].mod = src_mod, .src_count = 1, }; sm1_map_src_swizzle(&instr.srcs[0], instr.dst.writemask); d3dbc_write_instruction(d3dbc, &instr); } static void d3dbc_write_cast(struct d3dbc_compiler *d3dbc, const struct hlsl_ir_node *instr) { struct hlsl_ir_expr *expr = hlsl_ir_expr(instr); const struct hlsl_ir_node *arg1 = expr->operands[0].node; const struct hlsl_type *dst_type = expr->node.data_type; const struct hlsl_type *src_type = arg1->data_type; struct hlsl_ctx *ctx = d3dbc->ctx; /* Narrowing casts were already lowered. */ VKD3D_ASSERT(src_type->dimx == dst_type->dimx); switch (dst_type->e.numeric.type) { case HLSL_TYPE_HALF: case HLSL_TYPE_FLOAT: switch (src_type->e.numeric.type) { case HLSL_TYPE_INT: case HLSL_TYPE_UINT: case HLSL_TYPE_BOOL: /* Integrals are internally represented as floats, so no change is necessary.*/ case HLSL_TYPE_HALF: case HLSL_TYPE_FLOAT: d3dbc_write_unary_op(d3dbc, D3DSIO_MOV, &instr->reg, &arg1->reg, 0, 0); break; case HLSL_TYPE_DOUBLE: hlsl_fixme(ctx, &instr->loc, "SM1 cast from double to float."); break; default: vkd3d_unreachable(); } break; case HLSL_TYPE_INT: case HLSL_TYPE_UINT: switch(src_type->e.numeric.type) { case HLSL_TYPE_HALF: case HLSL_TYPE_FLOAT: /* A compilation pass turns these into FLOOR+REINTERPRET, so we should not * reach this case unless we are missing something. */ hlsl_fixme(ctx, &instr->loc, "Unlowered SM1 cast from float to integer."); break; case HLSL_TYPE_INT: case HLSL_TYPE_UINT: d3dbc_write_unary_op(d3dbc, D3DSIO_MOV, &instr->reg, &arg1->reg, 0, 0); break; case HLSL_TYPE_BOOL: hlsl_fixme(ctx, &instr->loc, "SM1 cast from bool to integer."); break; case HLSL_TYPE_DOUBLE: hlsl_fixme(ctx, &instr->loc, "SM1 cast from double to integer."); break; default: vkd3d_unreachable(); } break; case HLSL_TYPE_DOUBLE: hlsl_fixme(ctx, &instr->loc, "SM1 cast to double."); break; case HLSL_TYPE_BOOL: /* Casts to bool should have already been lowered. */ default: hlsl_fixme(ctx, &expr->node.loc, "SM1 cast from %s to %s.", debug_hlsl_type(ctx, src_type), debug_hlsl_type(ctx, dst_type)); break; } } static void d3dbc_write_constant_defs(struct d3dbc_compiler *d3dbc) { const struct vkd3d_shader_version *version = &d3dbc->program->shader_version; struct vkd3d_bytecode_buffer *buffer = &d3dbc->buffer; struct hlsl_ctx *ctx = d3dbc->ctx; unsigned int i, x; for (i = 0; i < ctx->constant_defs.count; ++i) { const struct hlsl_constant_register *constant_reg = &ctx->constant_defs.regs[i]; uint32_t token = D3DSIO_DEF; const struct sm1_dst_register reg = { .type = VKD3DSPR_CONST, .writemask = VKD3DSP_WRITEMASK_ALL, .reg = constant_reg->index, }; if (version->major > 1) token |= 5 << D3DSI_INSTLENGTH_SHIFT; put_u32(buffer, token); write_sm1_dst_register(buffer, ®); for (x = 0; x < 4; ++x) put_f32(buffer, constant_reg->value.f[x]); } } static void d3dbc_write_semantic_dcl(struct d3dbc_compiler *d3dbc, const struct signature_element *element, bool output) { const struct vkd3d_shader_version *version = &d3dbc->program->shader_version; struct vkd3d_bytecode_buffer *buffer = &d3dbc->buffer; struct sm1_dst_register reg = {0}; uint32_t token, usage_idx; D3DDECLUSAGE usage; bool ret; if (hlsl_sm1_register_from_semantic(version, element->semantic_name, element->semantic_index, output, ®.type, ®.reg)) { usage = 0; usage_idx = 0; } else { ret = hlsl_sm1_usage_from_semantic(element->semantic_name, element->semantic_index, &usage, &usage_idx); VKD3D_ASSERT(ret); reg.type = output ? VKD3DSPR_OUTPUT : VKD3DSPR_INPUT; reg.reg = element->register_index; } token = D3DSIO_DCL; if (version->major > 1) token |= 2 << D3DSI_INSTLENGTH_SHIFT; put_u32(buffer, token); token = (1u << 31); token |= usage << D3DSP_DCL_USAGE_SHIFT; token |= usage_idx << D3DSP_DCL_USAGEINDEX_SHIFT; put_u32(buffer, token); reg.writemask = element->mask; write_sm1_dst_register(buffer, ®); } static void d3dbc_write_semantic_dcls(struct d3dbc_compiler *d3dbc) { struct vsir_program *program = d3dbc->program; const struct vkd3d_shader_version *version; bool write_in = false, write_out = false; version = &program->shader_version; if (version->type == VKD3D_SHADER_TYPE_PIXEL && version->major >= 2) write_in = true; else if (version->type == VKD3D_SHADER_TYPE_VERTEX && version->major == 3) write_in = write_out = true; else if (version->type == VKD3D_SHADER_TYPE_VERTEX && version->major < 3) write_in = true; if (write_in) { for (unsigned int i = 0; i < program->input_signature.element_count; ++i) d3dbc_write_semantic_dcl(d3dbc, &program->input_signature.elements[i], false); } if (write_out) { for (unsigned int i = 0; i < program->output_signature.element_count; ++i) d3dbc_write_semantic_dcl(d3dbc, &program->output_signature.elements[i], true); } } static void d3dbc_write_sampler_dcl(struct d3dbc_compiler *d3dbc, unsigned int reg_id, enum hlsl_sampler_dim sampler_dim) { const struct vkd3d_shader_version *version = &d3dbc->program->shader_version; struct vkd3d_bytecode_buffer *buffer = &d3dbc->buffer; struct sm1_dst_register reg = {0}; uint32_t token, res_type = 0; token = D3DSIO_DCL; if (version->major > 1) token |= 2 << D3DSI_INSTLENGTH_SHIFT; put_u32(buffer, token); switch (sampler_dim) { case HLSL_SAMPLER_DIM_2D: res_type = VKD3D_SM1_RESOURCE_TEXTURE_2D; break; case HLSL_SAMPLER_DIM_CUBE: res_type = VKD3D_SM1_RESOURCE_TEXTURE_CUBE; break; case HLSL_SAMPLER_DIM_3D: res_type = VKD3D_SM1_RESOURCE_TEXTURE_3D; break; default: vkd3d_unreachable(); break; } token = (1u << 31); token |= res_type << VKD3D_SM1_RESOURCE_TYPE_SHIFT; put_u32(buffer, token); reg.type = VKD3DSPR_COMBINED_SAMPLER; reg.writemask = VKD3DSP_WRITEMASK_ALL; reg.reg = reg_id; write_sm1_dst_register(buffer, ®); } static void d3dbc_write_sampler_dcls(struct d3dbc_compiler *d3dbc) { const struct vkd3d_shader_version *version = &d3dbc->program->shader_version; struct hlsl_ctx *ctx = d3dbc->ctx; enum hlsl_sampler_dim sampler_dim; unsigned int i, count, reg_id; struct hlsl_ir_var *var; if (version->major < 2) return; LIST_FOR_EACH_ENTRY(var, &ctx->extern_vars, struct hlsl_ir_var, extern_entry) { if (!var->regs[HLSL_REGSET_SAMPLERS].allocated) continue; count = var->bind_count[HLSL_REGSET_SAMPLERS]; for (i = 0; i < count; ++i) { if (var->objects_usage[HLSL_REGSET_SAMPLERS][i].used) { sampler_dim = var->objects_usage[HLSL_REGSET_SAMPLERS][i].sampler_dim; if (sampler_dim == HLSL_SAMPLER_DIM_GENERIC) { /* These can appear in sm4-style combined sample instructions. */ hlsl_fixme(ctx, &var->loc, "Generic samplers need to be lowered."); continue; } reg_id = var->regs[HLSL_REGSET_SAMPLERS].index + i; d3dbc_write_sampler_dcl(d3dbc, reg_id, sampler_dim); } } } } static void d3dbc_write_constant(struct d3dbc_compiler *d3dbc, const struct hlsl_ir_node *instr) { const struct hlsl_ir_constant *constant = hlsl_ir_constant(instr); struct sm1_instruction sm1_instr = { .opcode = D3DSIO_MOV, .dst.type = VKD3DSPR_TEMP, .dst.reg = instr->reg.id, .dst.writemask = instr->reg.writemask, .has_dst = 1, .srcs[0].type = VKD3DSPR_CONST, .srcs[0].reg = constant->reg.id, .srcs[0].swizzle = hlsl_swizzle_from_writemask(constant->reg.writemask), .src_count = 1, }; VKD3D_ASSERT(instr->reg.allocated); VKD3D_ASSERT(constant->reg.allocated); sm1_map_src_swizzle(&sm1_instr.srcs[0], sm1_instr.dst.writemask); d3dbc_write_instruction(d3dbc, &sm1_instr); } static void d3dbc_write_per_component_unary_op(struct d3dbc_compiler *d3dbc, const struct hlsl_ir_node *instr, D3DSHADER_INSTRUCTION_OPCODE_TYPE opcode) { struct hlsl_ir_expr *expr = hlsl_ir_expr(instr); struct hlsl_ir_node *arg1 = expr->operands[0].node; unsigned int i; for (i = 0; i < instr->data_type->dimx; ++i) { struct hlsl_reg src = arg1->reg, dst = instr->reg; src.writemask = hlsl_combine_writemasks(src.writemask, 1u << i); dst.writemask = hlsl_combine_writemasks(dst.writemask, 1u << i); d3dbc_write_unary_op(d3dbc, opcode, &dst, &src, 0, 0); } } static void d3dbc_write_sincos(struct d3dbc_compiler *d3dbc, enum hlsl_ir_expr_op op, const struct hlsl_reg *dst, const struct hlsl_reg *src) { struct sm1_instruction instr = { .opcode = D3DSIO_SINCOS, .dst.type = VKD3DSPR_TEMP, .dst.writemask = dst->writemask, .dst.reg = dst->id, .has_dst = 1, .srcs[0].type = VKD3DSPR_TEMP, .srcs[0].swizzle = hlsl_swizzle_from_writemask(src->writemask), .srcs[0].reg = src->id, .src_count = 1, }; if (op == HLSL_OP1_COS_REDUCED) VKD3D_ASSERT(dst->writemask == VKD3DSP_WRITEMASK_0); else /* HLSL_OP1_SIN_REDUCED */ VKD3D_ASSERT(dst->writemask == VKD3DSP_WRITEMASK_1); if (d3dbc->ctx->profile->major_version < 3) { instr.src_count = 3; instr.srcs[1].type = VKD3DSPR_CONST; instr.srcs[1].swizzle = hlsl_swizzle_from_writemask(VKD3DSP_WRITEMASK_ALL); instr.srcs[1].reg = d3dbc->ctx->d3dsincosconst1.id; instr.srcs[2].type = VKD3DSPR_CONST; instr.srcs[2].swizzle = hlsl_swizzle_from_writemask(VKD3DSP_WRITEMASK_ALL); instr.srcs[2].reg = d3dbc->ctx->d3dsincosconst2.id; } d3dbc_write_instruction(d3dbc, &instr); } static void d3dbc_write_expr(struct d3dbc_compiler *d3dbc, const struct hlsl_ir_node *instr) { const struct vkd3d_shader_version *version = &d3dbc->program->shader_version; struct hlsl_ir_expr *expr = hlsl_ir_expr(instr); struct hlsl_ir_node *arg1 = expr->operands[0].node; struct hlsl_ir_node *arg2 = expr->operands[1].node; struct hlsl_ir_node *arg3 = expr->operands[2].node; struct hlsl_ctx *ctx = d3dbc->ctx; VKD3D_ASSERT(instr->reg.allocated); if (expr->op == HLSL_OP1_REINTERPRET) { d3dbc_write_unary_op(d3dbc, D3DSIO_MOV, &instr->reg, &arg1->reg, 0, 0); return; } if (expr->op == HLSL_OP1_CAST) { d3dbc_write_cast(d3dbc, instr); return; } if (instr->data_type->e.numeric.type != HLSL_TYPE_FLOAT) { /* These need to be lowered. */ hlsl_fixme(ctx, &instr->loc, "SM1 non-float expression."); return; } switch (expr->op) { case HLSL_OP1_ABS: d3dbc_write_unary_op(d3dbc, D3DSIO_ABS, &instr->reg, &arg1->reg, 0, 0); break; case HLSL_OP1_DSX: d3dbc_write_unary_op(d3dbc, D3DSIO_DSX, &instr->reg, &arg1->reg, 0, 0); break; case HLSL_OP1_DSY: d3dbc_write_unary_op(d3dbc, D3DSIO_DSY, &instr->reg, &arg1->reg, 0, 0); break; case HLSL_OP1_EXP2: d3dbc_write_per_component_unary_op(d3dbc, instr, D3DSIO_EXP); break; case HLSL_OP1_LOG2: d3dbc_write_per_component_unary_op(d3dbc, instr, D3DSIO_LOG); break; case HLSL_OP1_NEG: d3dbc_write_unary_op(d3dbc, D3DSIO_MOV, &instr->reg, &arg1->reg, D3DSPSM_NEG, 0); break; case HLSL_OP1_SAT: d3dbc_write_unary_op(d3dbc, D3DSIO_MOV, &instr->reg, &arg1->reg, 0, D3DSPDM_SATURATE); break; case HLSL_OP1_RCP: d3dbc_write_per_component_unary_op(d3dbc, instr, D3DSIO_RCP); break; case HLSL_OP1_RSQ: d3dbc_write_per_component_unary_op(d3dbc, instr, D3DSIO_RSQ); break; case HLSL_OP1_COS_REDUCED: case HLSL_OP1_SIN_REDUCED: d3dbc_write_sincos(d3dbc, expr->op, &instr->reg, &arg1->reg); break; case HLSL_OP2_ADD: d3dbc_write_binary_op(d3dbc, D3DSIO_ADD, &instr->reg, &arg1->reg, &arg2->reg); break; case HLSL_OP2_MAX: d3dbc_write_binary_op(d3dbc, D3DSIO_MAX, &instr->reg, &arg1->reg, &arg2->reg); break; case HLSL_OP2_MIN: d3dbc_write_binary_op(d3dbc, D3DSIO_MIN, &instr->reg, &arg1->reg, &arg2->reg); break; case HLSL_OP2_MUL: d3dbc_write_binary_op(d3dbc, D3DSIO_MUL, &instr->reg, &arg1->reg, &arg2->reg); break; case HLSL_OP1_FRACT: d3dbc_write_unary_op(d3dbc, D3DSIO_FRC, &instr->reg, &arg1->reg, D3DSPSM_NONE, 0); break; case HLSL_OP2_DOT: switch (arg1->data_type->dimx) { case 4: d3dbc_write_dot(d3dbc, D3DSIO_DP4, &instr->reg, &arg1->reg, &arg2->reg); break; case 3: d3dbc_write_dot(d3dbc, D3DSIO_DP3, &instr->reg, &arg1->reg, &arg2->reg); break; default: vkd3d_unreachable(); } break; case HLSL_OP2_LOGIC_AND: d3dbc_write_binary_op(d3dbc, D3DSIO_MIN, &instr->reg, &arg1->reg, &arg2->reg); break; case HLSL_OP2_LOGIC_OR: d3dbc_write_binary_op(d3dbc, D3DSIO_MAX, &instr->reg, &arg1->reg, &arg2->reg); break; case HLSL_OP2_SLT: if (version->type == VKD3D_SHADER_TYPE_PIXEL) hlsl_fixme(ctx, &instr->loc, "Lower SLT instructions for pixel shaders."); d3dbc_write_binary_op(d3dbc, D3DSIO_SLT, &instr->reg, &arg1->reg, &arg2->reg); break; case HLSL_OP3_CMP: if (version->type == VKD3D_SHADER_TYPE_VERTEX) hlsl_fixme(ctx, &instr->loc, "Lower CMP instructions for vertex shaders."); d3dbc_write_ternary_op(d3dbc, D3DSIO_CMP, &instr->reg, &arg1->reg, &arg2->reg, &arg3->reg); break; case HLSL_OP3_DP2ADD: d3dbc_write_dp2add(d3dbc, &instr->reg, &arg1->reg, &arg2->reg, &arg3->reg); break; case HLSL_OP3_MAD: d3dbc_write_ternary_op(d3dbc, D3DSIO_MAD, &instr->reg, &arg1->reg, &arg2->reg, &arg3->reg); break; default: hlsl_fixme(ctx, &instr->loc, "SM1 \"%s\" expression.", debug_hlsl_expr_op(expr->op)); break; } } static void d3dbc_write_block(struct d3dbc_compiler *d3dbc, const struct hlsl_block *block); static void d3dbc_write_if(struct d3dbc_compiler *d3dbc, const struct hlsl_ir_node *instr) { const struct hlsl_ir_if *iff = hlsl_ir_if(instr); const struct hlsl_ir_node *condition; struct sm1_instruction sm1_ifc, sm1_else, sm1_endif; condition = iff->condition.node; VKD3D_ASSERT(condition->data_type->dimx == 1 && condition->data_type->dimy == 1); sm1_ifc = (struct sm1_instruction) { .opcode = D3DSIO_IFC, .flags = VKD3D_SHADER_REL_OP_NE, /* Make it a "if_ne" instruction. */ .srcs[0].type = VKD3DSPR_TEMP, .srcs[0].swizzle = hlsl_swizzle_from_writemask(condition->reg.writemask), .srcs[0].reg = condition->reg.id, .srcs[0].mod = 0, .srcs[1].type = VKD3DSPR_TEMP, .srcs[1].swizzle = hlsl_swizzle_from_writemask(condition->reg.writemask), .srcs[1].reg = condition->reg.id, .srcs[1].mod = D3DSPSM_NEG, .src_count = 2, }; d3dbc_write_instruction(d3dbc, &sm1_ifc); d3dbc_write_block(d3dbc, &iff->then_block); if (!list_empty(&iff->else_block.instrs)) { sm1_else = (struct sm1_instruction){.opcode = D3DSIO_ELSE}; d3dbc_write_instruction(d3dbc, &sm1_else); d3dbc_write_block(d3dbc, &iff->else_block); } sm1_endif = (struct sm1_instruction){.opcode = D3DSIO_ENDIF}; d3dbc_write_instruction(d3dbc, &sm1_endif); } static void d3dbc_write_jump(struct d3dbc_compiler *d3dbc, const struct hlsl_ir_node *instr) { const struct hlsl_ir_jump *jump = hlsl_ir_jump(instr); switch (jump->type) { case HLSL_IR_JUMP_DISCARD_NEG: { struct hlsl_reg *reg = &jump->condition.node->reg; struct sm1_instruction sm1_instr = { .opcode = D3DSIO_TEXKILL, .dst.type = VKD3DSPR_TEMP, .dst.reg = reg->id, .dst.writemask = reg->writemask, .has_dst = 1, }; d3dbc_write_instruction(d3dbc, &sm1_instr); break; } default: hlsl_fixme(d3dbc->ctx, &jump->node.loc, "Jump type %s.", hlsl_jump_type_to_string(jump->type)); } } static void d3dbc_write_load(struct d3dbc_compiler *d3dbc, const struct hlsl_ir_node *instr) { const struct hlsl_ir_load *load = hlsl_ir_load(instr); struct hlsl_ctx *ctx = d3dbc->ctx; const struct hlsl_reg reg = hlsl_reg_from_deref(ctx, &load->src); struct sm1_instruction sm1_instr = { .opcode = D3DSIO_MOV, .dst.type = VKD3DSPR_TEMP, .dst.reg = instr->reg.id, .dst.writemask = instr->reg.writemask, .has_dst = 1, .srcs[0].type = VKD3DSPR_TEMP, .srcs[0].reg = reg.id, .srcs[0].swizzle = hlsl_swizzle_from_writemask(reg.writemask), .src_count = 1, }; VKD3D_ASSERT(instr->reg.allocated); if (load->src.var->is_uniform) { VKD3D_ASSERT(reg.allocated); sm1_instr.srcs[0].type = VKD3DSPR_CONST; } else if (load->src.var->is_input_semantic) { if (!hlsl_sm1_register_from_semantic(&d3dbc->program->shader_version, load->src.var->semantic.name, load->src.var->semantic.index, false, &sm1_instr.srcs[0].type, &sm1_instr.srcs[0].reg)) { VKD3D_ASSERT(reg.allocated); sm1_instr.srcs[0].type = VKD3DSPR_INPUT; sm1_instr.srcs[0].reg = reg.id; } else sm1_instr.srcs[0].swizzle = hlsl_swizzle_from_writemask((1 << load->src.var->data_type->dimx) - 1); } sm1_map_src_swizzle(&sm1_instr.srcs[0], sm1_instr.dst.writemask); d3dbc_write_instruction(d3dbc, &sm1_instr); } static void d3dbc_write_resource_load(struct d3dbc_compiler *d3dbc, const struct hlsl_ir_node *instr) { const struct hlsl_ir_resource_load *load = hlsl_ir_resource_load(instr); struct hlsl_ir_node *coords = load->coords.node; struct hlsl_ir_node *ddx = load->ddx.node; struct hlsl_ir_node *ddy = load->ddy.node; unsigned int sampler_offset, reg_id; struct hlsl_ctx *ctx = d3dbc->ctx; struct sm1_instruction sm1_instr; sampler_offset = hlsl_offset_from_deref_safe(ctx, &load->resource); reg_id = load->resource.var->regs[HLSL_REGSET_SAMPLERS].index + sampler_offset; sm1_instr = (struct sm1_instruction) { .dst.type = VKD3DSPR_TEMP, .dst.reg = instr->reg.id, .dst.writemask = instr->reg.writemask, .has_dst = 1, .srcs[0].type = VKD3DSPR_TEMP, .srcs[0].reg = coords->reg.id, .srcs[0].swizzle = hlsl_swizzle_from_writemask(coords->reg.writemask), .srcs[1].type = VKD3DSPR_COMBINED_SAMPLER, .srcs[1].reg = reg_id, .srcs[1].swizzle = hlsl_swizzle_from_writemask(VKD3DSP_WRITEMASK_ALL), .src_count = 2, }; switch (load->load_type) { case HLSL_RESOURCE_SAMPLE: sm1_instr.opcode = D3DSIO_TEX; break; case HLSL_RESOURCE_SAMPLE_PROJ: sm1_instr.opcode = D3DSIO_TEX; sm1_instr.opcode |= VKD3DSI_TEXLD_PROJECT << VKD3D_SM1_INSTRUCTION_FLAGS_SHIFT; break; case HLSL_RESOURCE_SAMPLE_LOD_BIAS: sm1_instr.opcode = D3DSIO_TEX; sm1_instr.opcode |= VKD3DSI_TEXLD_BIAS << VKD3D_SM1_INSTRUCTION_FLAGS_SHIFT; break; case HLSL_RESOURCE_SAMPLE_GRAD: sm1_instr.opcode = D3DSIO_TEXLDD; sm1_instr.srcs[2].type = VKD3DSPR_TEMP; sm1_instr.srcs[2].reg = ddx->reg.id; sm1_instr.srcs[2].swizzle = hlsl_swizzle_from_writemask(ddx->reg.writemask); sm1_instr.srcs[3].type = VKD3DSPR_TEMP; sm1_instr.srcs[3].reg = ddy->reg.id; sm1_instr.srcs[3].swizzle = hlsl_swizzle_from_writemask(ddy->reg.writemask); sm1_instr.src_count += 2; break; default: hlsl_fixme(ctx, &instr->loc, "Resource load type %u.", load->load_type); return; } VKD3D_ASSERT(instr->reg.allocated); d3dbc_write_instruction(d3dbc, &sm1_instr); } static void d3dbc_write_store(struct d3dbc_compiler *d3dbc, const struct hlsl_ir_node *instr) { const struct vkd3d_shader_version *version = &d3dbc->program->shader_version; const struct hlsl_ir_store *store = hlsl_ir_store(instr); struct hlsl_ctx *ctx = d3dbc->ctx; const struct hlsl_reg reg = hlsl_reg_from_deref(ctx, &store->lhs); const struct hlsl_ir_node *rhs = store->rhs.node; struct sm1_instruction sm1_instr = { .opcode = D3DSIO_MOV, .dst.type = VKD3DSPR_TEMP, .dst.reg = reg.id, .dst.writemask = hlsl_combine_writemasks(reg.writemask, store->writemask), .has_dst = 1, .srcs[0].type = VKD3DSPR_TEMP, .srcs[0].reg = rhs->reg.id, .srcs[0].swizzle = hlsl_swizzle_from_writemask(rhs->reg.writemask), .src_count = 1, }; if (store->lhs.var->is_output_semantic) { if (version->type == VKD3D_SHADER_TYPE_PIXEL && version->major == 1) { sm1_instr.dst.type = VKD3DSPR_TEMP; sm1_instr.dst.reg = 0; } else if (!hlsl_sm1_register_from_semantic(&d3dbc->program->shader_version, store->lhs.var->semantic.name, store->lhs.var->semantic.index, true, &sm1_instr.dst.type, &sm1_instr.dst.reg)) { VKD3D_ASSERT(reg.allocated); sm1_instr.dst.type = VKD3DSPR_OUTPUT; sm1_instr.dst.reg = reg.id; } else sm1_instr.dst.writemask = (1u << store->lhs.var->data_type->dimx) - 1; } else VKD3D_ASSERT(reg.allocated); sm1_map_src_swizzle(&sm1_instr.srcs[0], sm1_instr.dst.writemask); d3dbc_write_instruction(d3dbc, &sm1_instr); } static void d3dbc_write_swizzle(struct d3dbc_compiler *d3dbc, const struct hlsl_ir_node *instr) { const struct hlsl_ir_swizzle *swizzle = hlsl_ir_swizzle(instr); const struct hlsl_ir_node *val = swizzle->val.node; struct sm1_instruction sm1_instr = { .opcode = D3DSIO_MOV, .dst.type = VKD3DSPR_TEMP, .dst.reg = instr->reg.id, .dst.writemask = instr->reg.writemask, .has_dst = 1, .srcs[0].type = VKD3DSPR_TEMP, .srcs[0].reg = val->reg.id, .srcs[0].swizzle = hlsl_combine_swizzles(hlsl_swizzle_from_writemask(val->reg.writemask), swizzle->swizzle, instr->data_type->dimx), .src_count = 1, }; VKD3D_ASSERT(instr->reg.allocated); VKD3D_ASSERT(val->reg.allocated); sm1_map_src_swizzle(&sm1_instr.srcs[0], sm1_instr.dst.writemask); d3dbc_write_instruction(d3dbc, &sm1_instr); } static void d3dbc_write_block(struct d3dbc_compiler *d3dbc, const struct hlsl_block *block) { struct hlsl_ctx *ctx = d3dbc->ctx; const struct hlsl_ir_node *instr; LIST_FOR_EACH_ENTRY(instr, &block->instrs, struct hlsl_ir_node, entry) { if (instr->data_type) { if (instr->data_type->class != HLSL_CLASS_SCALAR && instr->data_type->class != HLSL_CLASS_VECTOR) { hlsl_fixme(ctx, &instr->loc, "Class %#x should have been lowered or removed.", instr->data_type->class); break; } } switch (instr->type) { case HLSL_IR_CALL: vkd3d_unreachable(); case HLSL_IR_CONSTANT: d3dbc_write_constant(d3dbc, instr); break; case HLSL_IR_EXPR: d3dbc_write_expr(d3dbc, instr); break; case HLSL_IR_IF: if (hlsl_version_ge(ctx, 2, 1)) d3dbc_write_if(d3dbc, instr); else hlsl_fixme(ctx, &instr->loc, "Flatten \"if\" conditionals branches."); break; case HLSL_IR_JUMP: d3dbc_write_jump(d3dbc, instr); break; case HLSL_IR_LOAD: d3dbc_write_load(d3dbc, instr); break; case HLSL_IR_RESOURCE_LOAD: d3dbc_write_resource_load(d3dbc, instr); break; case HLSL_IR_STORE: d3dbc_write_store(d3dbc, instr); break; case HLSL_IR_SWIZZLE: d3dbc_write_swizzle(d3dbc, instr); break; default: hlsl_fixme(ctx, &instr->loc, "Instruction type %s.", hlsl_node_type_to_string(instr->type)); } } } /* OBJECTIVE: Stop relying on ctx and entry_func on this function, receiving * data from the other parameters instead, so it can be removed as an argument * and be declared in vkd3d_shader_private.h and used without relying on HLSL * IR structs. */ int d3dbc_compile(struct vsir_program *program, uint64_t config_flags, const struct vkd3d_shader_compile_info *compile_info, const struct vkd3d_shader_code *ctab, struct vkd3d_shader_code *out, struct vkd3d_shader_message_context *message_context, struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_func) { const struct vkd3d_shader_version *version = &program->shader_version; struct d3dbc_compiler d3dbc = {0}; struct vkd3d_bytecode_buffer *buffer = &d3dbc.buffer; d3dbc.ctx = ctx; d3dbc.program = program; d3dbc.message_context = message_context; put_u32(buffer, sm1_version(version->type, version->major, version->minor)); bytecode_put_bytes(buffer, ctab->code, ctab->size); d3dbc_write_constant_defs(&d3dbc); d3dbc_write_semantic_dcls(&d3dbc); d3dbc_write_sampler_dcls(&d3dbc); d3dbc_write_block(&d3dbc, &entry_func->body); put_u32(buffer, D3DSIO_END); if (buffer->status) ctx->result = buffer->status; if (!ctx->result) { out->code = buffer->data; out->size = buffer->size; } else { vkd3d_free(buffer->data); } return ctx->result; }