vkd3d/libs/vkd3d-shader/d3dbc.c

2880 lines
104 KiB
C

/*
* 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. */
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:
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:
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:
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, &regset);
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)
{
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. */
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, &reg);
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, &reg.type, &reg.reg))
{
usage = 0;
usage_idx = 0;
}
else
{
ret = hlsl_sm1_usage_from_semantic(element->semantic_name, element->semantic_index, &usage, &usage_idx);
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, &reg);
}
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, &reg);
}
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,
};
assert(instr->reg.allocated);
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_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;
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_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;
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,
};
assert(instr->reg.allocated);
if (load->src.var->is_uniform)
{
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))
{
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;
}
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->data_type->class == HLSL_CLASS_MATRIX)
{
hlsl_fixme(ctx, &instr->loc, "Lower matrix writemasks.");
return;
}
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))
{
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
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,
};
assert(instr->reg.allocated);
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;
}