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o3de/Code/Tools/HLSLCrossCompiler/src/decodeDX9.c

1114 lines
38 KiB
C

// Modifications copyright Amazon.com, Inc. or its affiliates
// Modifications copyright Crytek GmbH
#include "internal_includes/debug.h"
#include "internal_includes/decode.h"
#include "internal_includes/hlslcc_malloc.h"
#include "internal_includes/reflect.h"
#include "internal_includes/structs.h"
#include "internal_includes/tokens.h"
#include "stdio.h"
#include "stdlib.h"
enum
{
FOURCC_CTAB = FOURCC('C', 'T', 'A', 'B')
}; // Constant table
#ifdef _DEBUG
static uint64_t dx9operandID = 0;
static uint64_t dx9instructionID = 0;
#endif
static uint32_t aui32ImmediateConst[256];
static uint32_t ui32MaxTemp = 0;
uint32_t DX9_DECODE_OPERAND_IS_SRC = 0x1;
uint32_t DX9_DECODE_OPERAND_IS_DEST = 0x2;
uint32_t DX9_DECODE_OPERAND_IS_DECL = 0x4;
uint32_t DX9_DECODE_OPERAND_IS_CONST = 0x8;
uint32_t DX9_DECODE_OPERAND_IS_ICONST = 0x10;
uint32_t DX9_DECODE_OPERAND_IS_BCONST = 0x20;
#define MAX_INPUTS 64
static DECLUSAGE_DX9 aeInputUsage[MAX_INPUTS];
static uint32_t aui32InputUsageIndex[MAX_INPUTS];
static void DecodeOperandDX9(const Shader* psShader, const uint32_t ui32Token, const uint32_t ui32Token1, uint32_t ui32Flags, Operand* psOperand)
{
const uint32_t ui32RegNum = DecodeOperandRegisterNumberDX9(ui32Token);
const uint32_t ui32RegType = DecodeOperandTypeDX9(ui32Token);
const uint32_t bRelativeAddr = DecodeOperandIsRelativeAddressModeDX9(ui32Token);
const uint32_t ui32WriteMask = DecodeDestWriteMaskDX9(ui32Token);
const uint32_t ui32Swizzle = DecodeOperandSwizzleDX9(ui32Token);
SHADER_VARIABLE_TYPE ConstType;
psOperand->ui32RegisterNumber = ui32RegNum;
psOperand->iNumComponents = 4;
#ifdef _DEBUG
psOperand->id = dx9operandID++;
#endif
psOperand->iWriteMaskEnabled = 0;
psOperand->iGSInput = 0;
psOperand->iExtended = 0;
psOperand->psSubOperand[0] = 0;
psOperand->psSubOperand[1] = 0;
psOperand->psSubOperand[2] = 0;
psOperand->iIndexDims = INDEX_0D;
psOperand->iIntegerImmediate = 0;
psOperand->pszSpecialName[0] = '\0';
psOperand->eModifier = OPERAND_MODIFIER_NONE;
if (ui32Flags & DX9_DECODE_OPERAND_IS_SRC)
{
uint32_t ui32Modifier = DecodeSrcModifierDX9(ui32Token);
switch (ui32Modifier)
{
case SRCMOD_DX9_NONE:
{
break;
}
case SRCMOD_DX9_NEG:
{
psOperand->eModifier = OPERAND_MODIFIER_NEG;
break;
}
case SRCMOD_DX9_ABS:
{
psOperand->eModifier = OPERAND_MODIFIER_ABS;
break;
}
case SRCMOD_DX9_ABSNEG:
{
psOperand->eModifier = OPERAND_MODIFIER_ABSNEG;
break;
}
default:
{
ASSERT(0);
break;
}
}
}
if ((ui32Flags & DX9_DECODE_OPERAND_IS_DECL) == 0)
{
if (ui32Flags & DX9_DECODE_OPERAND_IS_DEST)
{
if (ui32WriteMask != DX9_WRITEMASK_ALL)
{
psOperand->iWriteMaskEnabled = 1;
psOperand->eSelMode = OPERAND_4_COMPONENT_MASK_MODE;
if (ui32WriteMask & DX9_WRITEMASK_0)
{
psOperand->ui32CompMask |= OPERAND_4_COMPONENT_MASK_X;
}
if (ui32WriteMask & DX9_WRITEMASK_1)
{
psOperand->ui32CompMask |= OPERAND_4_COMPONENT_MASK_Y;
}
if (ui32WriteMask & DX9_WRITEMASK_2)
{
psOperand->ui32CompMask |= OPERAND_4_COMPONENT_MASK_Z;
}
if (ui32WriteMask & DX9_WRITEMASK_3)
{
psOperand->ui32CompMask |= OPERAND_4_COMPONENT_MASK_W;
}
}
}
else if (ui32Swizzle != NO_SWIZZLE_DX9)
{
uint32_t component;
psOperand->iWriteMaskEnabled = 1;
psOperand->eSelMode = OPERAND_4_COMPONENT_SWIZZLE_MODE;
psOperand->ui32Swizzle = 1;
/* Add the swizzle */
if (ui32Swizzle == REPLICATE_SWIZZLE_DX9(0))
{
psOperand->eSelMode = OPERAND_4_COMPONENT_SELECT_1_MODE;
psOperand->aui32Swizzle[0] = OPERAND_4_COMPONENT_X;
}
else if (ui32Swizzle == REPLICATE_SWIZZLE_DX9(1))
{
psOperand->eSelMode = OPERAND_4_COMPONENT_SELECT_1_MODE;
psOperand->aui32Swizzle[0] = OPERAND_4_COMPONENT_Y;
}
else if (ui32Swizzle == REPLICATE_SWIZZLE_DX9(2))
{
psOperand->eSelMode = OPERAND_4_COMPONENT_SELECT_1_MODE;
psOperand->aui32Swizzle[0] = OPERAND_4_COMPONENT_Z;
}
else if (ui32Swizzle == REPLICATE_SWIZZLE_DX9(3))
{
psOperand->eSelMode = OPERAND_4_COMPONENT_SELECT_1_MODE;
psOperand->aui32Swizzle[0] = OPERAND_4_COMPONENT_W;
}
else
{
for (component = 0; component < 4; component++)
{
uint32_t ui32CompSwiz = ui32Swizzle & (3 << (DX9_SWIZZLE_SHIFT + (component * 2)));
ui32CompSwiz >>= (DX9_SWIZZLE_SHIFT + (component * 2));
if (ui32CompSwiz == 0)
{
psOperand->aui32Swizzle[component] = OPERAND_4_COMPONENT_X;
}
else if (ui32CompSwiz == 1)
{
psOperand->aui32Swizzle[component] = OPERAND_4_COMPONENT_Y;
}
else if (ui32CompSwiz == 2)
{
psOperand->aui32Swizzle[component] = OPERAND_4_COMPONENT_Z;
}
else
{
psOperand->aui32Swizzle[component] = OPERAND_4_COMPONENT_W;
}
}
}
}
if (bRelativeAddr)
{
psOperand->psSubOperand[0] = hlslcc_malloc(sizeof(Operand));
DecodeOperandDX9(psShader, ui32Token1, 0, ui32Flags, psOperand->psSubOperand[0]);
psOperand->iIndexDims = INDEX_1D;
psOperand->eIndexRep[0] = OPERAND_INDEX_RELATIVE;
psOperand->aui32ArraySizes[0] = 0;
}
}
if (ui32RegType == OPERAND_TYPE_DX9_CONSTBOOL)
{
ui32Flags |= DX9_DECODE_OPERAND_IS_BCONST;
ConstType = SVT_BOOL;
}
else if (ui32RegType == OPERAND_TYPE_DX9_CONSTINT)
{
ui32Flags |= DX9_DECODE_OPERAND_IS_ICONST;
ConstType = SVT_INT;
}
else if (ui32RegType == OPERAND_TYPE_DX9_CONST)
{
ui32Flags |= DX9_DECODE_OPERAND_IS_CONST;
ConstType = SVT_FLOAT;
}
switch (ui32RegType)
{
case OPERAND_TYPE_DX9_TEMP:
{
psOperand->eType = OPERAND_TYPE_TEMP;
if (ui32MaxTemp < ui32RegNum + 1)
{
ui32MaxTemp = ui32RegNum + 1;
}
break;
}
case OPERAND_TYPE_DX9_INPUT:
{
psOperand->eType = OPERAND_TYPE_INPUT;
ASSERT(ui32RegNum < MAX_INPUTS);
if (psShader->eShaderType == PIXEL_SHADER)
{
if (aeInputUsage[ui32RegNum] == DECLUSAGE_TEXCOORD)
{
psOperand->eType = OPERAND_TYPE_SPECIAL_TEXCOORD;
psOperand->ui32RegisterNumber = aui32InputUsageIndex[ui32RegNum];
}
else
// 0 = base colour, 1 = offset colour.
if (ui32RegNum == 0)
{
psOperand->eType = OPERAND_TYPE_SPECIAL_OUTBASECOLOUR;
}
else
{
ASSERT(ui32RegNum == 1);
psOperand->eType = OPERAND_TYPE_SPECIAL_OUTOFFSETCOLOUR;
}
}
break;
}
// Same value as OPERAND_TYPE_DX9_TEXCRDOUT
// OPERAND_TYPE_DX9_TEXCRDOUT is the pre-SM3 equivalent
case OPERAND_TYPE_DX9_OUTPUT:
{
psOperand->eType = OPERAND_TYPE_OUTPUT;
if (psShader->eShaderType == VERTEX_SHADER)
{
psOperand->eType = OPERAND_TYPE_SPECIAL_TEXCOORD;
}
break;
}
case OPERAND_TYPE_DX9_RASTOUT:
{
// RegNum:
// 0=POSIION
// 1=FOG
// 2=POINTSIZE
psOperand->eType = OPERAND_TYPE_OUTPUT;
switch (ui32RegNum)
{
case 0:
{
psOperand->eType = OPERAND_TYPE_SPECIAL_POSITION;
break;
}
case 1:
{
psOperand->eType = OPERAND_TYPE_SPECIAL_FOG;
break;
}
case 2:
{
psOperand->eType = OPERAND_TYPE_SPECIAL_POINTSIZE;
psOperand->iNumComponents = 1;
break;
}
}
break;
}
case OPERAND_TYPE_DX9_ATTROUT:
{
ASSERT(psShader->eShaderType == VERTEX_SHADER);
psOperand->eType = OPERAND_TYPE_OUTPUT;
// 0 = base colour, 1 = offset colour.
if (ui32RegNum == 0)
{
psOperand->eType = OPERAND_TYPE_SPECIAL_OUTBASECOLOUR;
}
else
{
ASSERT(ui32RegNum == 1);
psOperand->eType = OPERAND_TYPE_SPECIAL_OUTOFFSETCOLOUR;
}
break;
}
case OPERAND_TYPE_DX9_COLOROUT:
{
ASSERT(psShader->eShaderType == PIXEL_SHADER);
psOperand->eType = OPERAND_TYPE_OUTPUT;
break;
}
case OPERAND_TYPE_DX9_CONSTBOOL:
case OPERAND_TYPE_DX9_CONSTINT:
case OPERAND_TYPE_DX9_CONST:
{
// c# = constant float
// i# = constant int
// b# = constant bool
// c0 might be an immediate while i0 is in the constant buffer
if (aui32ImmediateConst[ui32RegNum] & ui32Flags)
{
if (ConstType != SVT_FLOAT)
{
psOperand->eType = OPERAND_TYPE_SPECIAL_IMMCONSTINT;
}
else
{
psOperand->eType = OPERAND_TYPE_SPECIAL_IMMCONST;
}
}
else
{
psOperand->eType = OPERAND_TYPE_CONSTANT_BUFFER;
psOperand->aui32ArraySizes[1] = psOperand->ui32RegisterNumber;
}
break;
}
case OPERAND_TYPE_DX9_ADDR:
{
// Vertex shader: address register (only have one of these)
// Pixel shader: texture coordinate register (a few of these)
if (psShader->eShaderType == PIXEL_SHADER)
{
psOperand->eType = OPERAND_TYPE_SPECIAL_TEXCOORD;
}
else
{
psOperand->eType = OPERAND_TYPE_SPECIAL_ADDRESS;
}
break;
}
case OPERAND_TYPE_DX9_SAMPLER:
{
psOperand->eType = OPERAND_TYPE_RESOURCE;
break;
}
case OPERAND_TYPE_DX9_LOOP:
{
psOperand->eType = OPERAND_TYPE_SPECIAL_LOOPCOUNTER;
break;
}
default:
{
ASSERT(0);
break;
}
}
}
static void DeclareNumTemps(Shader* psShader, const uint32_t ui32NumTemps, Declaration* psDecl)
{
(void)psShader;
psDecl->eOpcode = OPCODE_DCL_TEMPS;
psDecl->value.ui32NumTemps = ui32NumTemps;
}
static void SetupRegisterUsage(const Shader* psShader, const uint32_t ui32Token0, const uint32_t ui32Token1)
{
(void)psShader;
DECLUSAGE_DX9 eUsage = DecodeUsageDX9(ui32Token0);
uint32_t ui32UsageIndex = DecodeUsageIndexDX9(ui32Token0);
uint32_t ui32RegNum = DecodeOperandRegisterNumberDX9(ui32Token1);
uint32_t ui32RegType = DecodeOperandTypeDX9(ui32Token1);
if (ui32RegType == OPERAND_TYPE_DX9_INPUT)
{
ASSERT(ui32RegNum < MAX_INPUTS);
aeInputUsage[ui32RegNum] = eUsage;
aui32InputUsageIndex[ui32RegNum] = ui32UsageIndex;
}
}
// Declaring one constant from a constant buffer will cause all constants in the buffer decalared.
// In dx9 there is only one constant buffer per shader.
static void DeclareConstantBuffer(const Shader* psShader, Declaration* psDecl)
{
// Pick any constant register in the table. Might not start at c0 (e.g. when register(cX) is used).
uint32_t ui32RegNum = psShader->sInfo.psConstantBuffers->asVars[0].ui32StartOffset / 16;
OPERAND_TYPE_DX9 ui32RegType = OPERAND_TYPE_DX9_CONST;
if (psShader->sInfo.psConstantBuffers->asVars[0].sType.Type == SVT_INT)
{
ui32RegType = OPERAND_TYPE_DX9_CONSTINT;
}
else if (psShader->sInfo.psConstantBuffers->asVars[0].sType.Type == SVT_BOOL)
{
ui32RegType = OPERAND_TYPE_DX9_CONSTBOOL;
}
if (psShader->eShaderType == VERTEX_SHADER)
{
psDecl->eOpcode = OPCODE_DCL_INPUT;
}
else
{
psDecl->eOpcode = OPCODE_DCL_INPUT_PS;
}
psDecl->ui32NumOperands = 1;
DecodeOperandDX9(psShader, CreateOperandTokenDX9(ui32RegNum, ui32RegType), 0, DX9_DECODE_OPERAND_IS_DECL, &psDecl->asOperands[0]);
ASSERT(psDecl->asOperands[0].eType == OPERAND_TYPE_CONSTANT_BUFFER);
psDecl->eOpcode = OPCODE_DCL_CONSTANT_BUFFER;
ASSERT(psShader->sInfo.ui32NumConstantBuffers);
psDecl->asOperands[0].aui32ArraySizes[0] = 0; // Const buffer index
psDecl->asOperands[0].aui32ArraySizes[1] = psShader->sInfo.psConstantBuffers[0].ui32TotalSizeInBytes / 16; // Number of vec4 constants.
}
static void DecodeDeclarationDX9(const Shader* psShader, const uint32_t ui32Token0, const uint32_t ui32Token1, Declaration* psDecl)
{
uint32_t ui32RegType = DecodeOperandTypeDX9(ui32Token1);
if (psShader->eShaderType == VERTEX_SHADER)
{
psDecl->eOpcode = OPCODE_DCL_INPUT;
}
else
{
psDecl->eOpcode = OPCODE_DCL_INPUT_PS;
}
psDecl->ui32NumOperands = 1;
DecodeOperandDX9(psShader, ui32Token1, 0, DX9_DECODE_OPERAND_IS_DECL, &psDecl->asOperands[0]);
if (ui32RegType == OPERAND_TYPE_DX9_SAMPLER)
{
const RESOURCE_DIMENSION eResDim = DecodeTextureTypeMaskDX9(ui32Token0);
psDecl->value.eResourceDimension = eResDim;
psDecl->eOpcode = OPCODE_DCL_RESOURCE;
}
if (psDecl->asOperands[0].eType == OPERAND_TYPE_OUTPUT)
{
psDecl->eOpcode = OPCODE_DCL_OUTPUT;
if (psDecl->asOperands[0].ui32RegisterNumber == 0 && psShader->eShaderType == VERTEX_SHADER)
{
psDecl->eOpcode = OPCODE_DCL_OUTPUT_SIV;
// gl_Position
psDecl->asOperands[0].eSpecialName = NAME_POSITION;
}
}
else if (psDecl->asOperands[0].eType == OPERAND_TYPE_CONSTANT_BUFFER)
{
psDecl->eOpcode = OPCODE_DCL_CONSTANT_BUFFER;
ASSERT(psShader->sInfo.ui32NumConstantBuffers);
psDecl->asOperands[0].aui32ArraySizes[0] = 0; // Const buffer index
psDecl->asOperands[0].aui32ArraySizes[1] = psShader->sInfo.psConstantBuffers[0].ui32TotalSizeInBytes / 16; // Number of vec4 constants.
}
}
static void DefineDX9(Shader* psShader,
const uint32_t ui32RegNum,
const uint32_t ui32Flags,
const uint32_t c0,
const uint32_t c1,
const uint32_t c2,
const uint32_t c3,
Declaration* psDecl)
{
(void)psShader;
psDecl->eOpcode = OPCODE_SPECIAL_DCL_IMMCONST;
psDecl->ui32NumOperands = 2;
memset(&psDecl->asOperands[0], 0, sizeof(Operand));
psDecl->asOperands[0].eType = OPERAND_TYPE_SPECIAL_IMMCONST;
psDecl->asOperands[0].ui32RegisterNumber = ui32RegNum;
if (ui32Flags & (DX9_DECODE_OPERAND_IS_ICONST | DX9_DECODE_OPERAND_IS_BCONST))
{
psDecl->asOperands[0].eType = OPERAND_TYPE_SPECIAL_IMMCONSTINT;
}
aui32ImmediateConst[ui32RegNum] |= ui32Flags;
memset(&psDecl->asOperands[1], 0, sizeof(Operand));
psDecl->asOperands[1].eType = OPERAND_TYPE_IMMEDIATE32;
psDecl->asOperands[1].iNumComponents = 4;
psDecl->asOperands[1].iIntegerImmediate = (ui32Flags & (DX9_DECODE_OPERAND_IS_ICONST | DX9_DECODE_OPERAND_IS_BCONST)) ? 1 : 0;
psDecl->asOperands[1].afImmediates[0] = *((float*)&c0);
psDecl->asOperands[1].afImmediates[1] = *((float*)&c1);
psDecl->asOperands[1].afImmediates[2] = *((float*)&c2);
psDecl->asOperands[1].afImmediates[3] = *((float*)&c3);
}
static void CreateD3D10Instruction(Shader* psShader,
Instruction* psInst,
const OPCODE_TYPE eType,
const uint32_t bHasDest,
const uint32_t ui32SrcCount,
const uint32_t* pui32Tokens)
{
uint32_t ui32Src;
uint32_t ui32Offset = 1;
memset(psInst, 0, sizeof(Instruction));
#ifdef _DEBUG
psInst->id = dx9instructionID++;
#endif
psInst->eOpcode = eType;
psInst->ui32NumOperands = ui32SrcCount;
if (bHasDest)
{
++psInst->ui32NumOperands;
DecodeOperandDX9(psShader, pui32Tokens[ui32Offset], pui32Tokens[ui32Offset + 1], DX9_DECODE_OPERAND_IS_DEST, &psInst->asOperands[0]);
if (DecodeDestModifierDX9(pui32Tokens[ui32Offset]) & DESTMOD_DX9_SATURATE)
{
psInst->bSaturate = 1;
}
ui32Offset++;
psInst->ui32FirstSrc = 1;
}
for (ui32Src = 0; ui32Src < ui32SrcCount; ++ui32Src)
{
DecodeOperandDX9(psShader, pui32Tokens[ui32Offset], pui32Tokens[ui32Offset + 1], DX9_DECODE_OPERAND_IS_SRC, &psInst->asOperands[bHasDest + ui32Src]);
ui32Offset++;
}
}
Shader* DecodeDX9BC(const uint32_t* pui32Tokens)
{
const uint32_t* pui32CurrentToken = pui32Tokens;
uint32_t ui32NumInstructions = 0;
uint32_t ui32NumDeclarations = 0;
Instruction* psInst;
Declaration* psDecl;
uint32_t decl, inst;
uint32_t bDeclareConstantTable = 0;
Shader* psShader = hlslcc_calloc(1, sizeof(Shader));
memset(aui32ImmediateConst, 0, 256);
psShader->ui32MajorVersion = DecodeProgramMajorVersionDX9(*pui32CurrentToken);
psShader->ui32MinorVersion = DecodeProgramMinorVersionDX9(*pui32CurrentToken);
psShader->eShaderType = DecodeShaderTypeDX9(*pui32CurrentToken);
pui32CurrentToken++;
// Work out how many instructions and declarations we need to allocate memory for.
while (1)
{
OPCODE_TYPE_DX9 eOpcode = DecodeOpcodeTypeDX9(pui32CurrentToken[0]);
uint32_t ui32InstLen = DecodeInstructionLengthDX9(pui32CurrentToken[0]);
if (eOpcode == OPCODE_DX9_END)
{
// SM4+ always end with RET.
// Insert a RET instruction on END to
// replicate this behaviour.
++ui32NumInstructions;
break;
}
else if (eOpcode == OPCODE_DX9_COMMENT)
{
ui32InstLen = DecodeCommentLengthDX9(pui32CurrentToken[0]);
if (pui32CurrentToken[1] == FOURCC_CTAB)
{
LoadD3D9ConstantTable((char*)(&pui32CurrentToken[2]), &psShader->sInfo);
ASSERT(psShader->sInfo.ui32NumConstantBuffers);
if (psShader->sInfo.psConstantBuffers[0].ui32NumVars)
{
++ui32NumDeclarations;
bDeclareConstantTable = 1;
}
}
}
else if ((eOpcode == OPCODE_DX9_DEF) || (eOpcode == OPCODE_DX9_DEFI) || (eOpcode == OPCODE_DX9_DEFB))
{
++ui32NumDeclarations;
}
else if (eOpcode == OPCODE_DX9_DCL)
{
const OPERAND_TYPE_DX9 eType = DecodeOperandTypeDX9(pui32CurrentToken[2]);
uint32_t ignoreDCL = 0;
// Inputs and outputs are declared in AddVersionDependentCode
if (psShader->eShaderType == PIXEL_SHADER && (OPERAND_TYPE_DX9_CONST != eType && OPERAND_TYPE_DX9_SAMPLER != eType))
{
ignoreDCL = 1;
}
if (!ignoreDCL)
{
++ui32NumDeclarations;
}
}
else
{
switch (eOpcode)
{
case OPCODE_DX9_NRM:
{
// Emulate with dp4 and rsq
ui32NumInstructions += 2;
break;
}
default:
{
++ui32NumInstructions;
break;
}
}
}
pui32CurrentToken += ui32InstLen + 1;
}
psInst = hlslcc_malloc(sizeof(Instruction) * ui32NumInstructions);
psShader->psInst = psInst;
psShader->ui32InstCount = ui32NumInstructions;
if (psShader->eShaderType == VERTEX_SHADER)
{
// Declare gl_Position. vs_3_0 does declare it, SM1/2 do not
ui32NumDeclarations++;
}
// For declaring temps.
ui32NumDeclarations++;
psDecl = hlslcc_malloc(sizeof(Declaration) * ui32NumDeclarations);
psShader->psDecl = psDecl;
psShader->ui32DeclCount = ui32NumDeclarations;
pui32CurrentToken = pui32Tokens + 1;
inst = 0;
decl = 0;
while (1)
{
OPCODE_TYPE_DX9 eOpcode = DecodeOpcodeTypeDX9(pui32CurrentToken[0]);
uint32_t ui32InstLen = DecodeInstructionLengthDX9(pui32CurrentToken[0]);
if (eOpcode == OPCODE_DX9_END)
{
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_RET, 0, 0, pui32CurrentToken);
inst++;
break;
}
else if (eOpcode == OPCODE_DX9_COMMENT)
{
ui32InstLen = DecodeCommentLengthDX9(pui32CurrentToken[0]);
}
else if (eOpcode == OPCODE_DX9_DCL)
{
const OPERAND_TYPE_DX9 eType = DecodeOperandTypeDX9(pui32CurrentToken[2]);
uint32_t ignoreDCL = 0;
// Inputs and outputs are declared in AddVersionDependentCode
if (psShader->eShaderType == PIXEL_SHADER && (OPERAND_TYPE_DX9_CONST != eType && OPERAND_TYPE_DX9_SAMPLER != eType))
{
ignoreDCL = 1;
}
SetupRegisterUsage(psShader, pui32CurrentToken[1], pui32CurrentToken[2]);
if (!ignoreDCL)
{
DecodeDeclarationDX9(psShader, pui32CurrentToken[1], pui32CurrentToken[2], &psDecl[decl]);
decl++;
}
}
else if ((eOpcode == OPCODE_DX9_DEF) || (eOpcode == OPCODE_DX9_DEFI) || (eOpcode == OPCODE_DX9_DEFB))
{
const uint32_t ui32Const0 = *(pui32CurrentToken + 2);
const uint32_t ui32Const1 = *(pui32CurrentToken + 3);
const uint32_t ui32Const2 = *(pui32CurrentToken + 4);
const uint32_t ui32Const3 = *(pui32CurrentToken + 5);
uint32_t ui32Flags = 0;
if (eOpcode == OPCODE_DX9_DEF)
{
ui32Flags |= DX9_DECODE_OPERAND_IS_CONST;
}
else if (eOpcode == OPCODE_DX9_DEFI)
{
ui32Flags |= DX9_DECODE_OPERAND_IS_ICONST;
}
else
{
ui32Flags |= DX9_DECODE_OPERAND_IS_BCONST;
}
DefineDX9(psShader, DecodeOperandRegisterNumberDX9(pui32CurrentToken[1]), ui32Flags, ui32Const0, ui32Const1, ui32Const2, ui32Const3, &psDecl[decl]);
decl++;
}
else
{
switch (eOpcode)
{
case OPCODE_DX9_MOV:
{
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_MOV, 1, 1, pui32CurrentToken);
break;
}
case OPCODE_DX9_LIT:
{
/*Dest.x = 1
Dest.y = (Src0.x > 0) ? Src0.x : 0
Dest.z = (Src0.x > 0 && Src0.y > 0) ? pow(Src0.y, Src0.w) : 0
Dest.w = 1
*/
ASSERT(0);
break;
}
case OPCODE_DX9_ADD:
{
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_ADD, 1, 2, pui32CurrentToken);
break;
}
case OPCODE_DX9_SUB:
{
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_ADD, 1, 2, pui32CurrentToken);
ASSERT(psInst[inst].asOperands[2].eModifier == OPERAND_MODIFIER_NONE);
psInst[inst].asOperands[2].eModifier = OPERAND_MODIFIER_NEG;
break;
}
case OPCODE_DX9_MAD:
{
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_MAD, 1, 3, pui32CurrentToken);
break;
}
case OPCODE_DX9_MUL:
{
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_MUL, 1, 2, pui32CurrentToken);
break;
}
case OPCODE_DX9_RCP:
{
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_RCP, 1, 1, pui32CurrentToken);
break;
}
case OPCODE_DX9_RSQ:
{
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_RSQ, 1, 1, pui32CurrentToken);
break;
}
case OPCODE_DX9_DP3:
{
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_DP3, 1, 2, pui32CurrentToken);
break;
}
case OPCODE_DX9_DP4:
{
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_DP4, 1, 2, pui32CurrentToken);
break;
}
case OPCODE_DX9_MIN:
{
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_MIN, 1, 2, pui32CurrentToken);
break;
}
case OPCODE_DX9_MAX:
{
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_MAX, 1, 2, pui32CurrentToken);
break;
}
case OPCODE_DX9_SLT:
{
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_LT, 1, 2, pui32CurrentToken);
break;
}
case OPCODE_DX9_SGE:
{
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_GE, 1, 2, pui32CurrentToken);
break;
}
case OPCODE_DX9_EXP:
{
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_EXP, 1, 1, pui32CurrentToken);
break;
}
case OPCODE_DX9_LOG:
{
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_LOG, 1, 1, pui32CurrentToken);
break;
}
case OPCODE_DX9_NRM:
{
// Convert NRM RESULT, SRCA into:
// dp4 RESULT, SRCA, SRCA
// rsq RESULT, RESULT
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_DP4, 1, 1, pui32CurrentToken);
memcpy(&psInst[inst].asOperands[2], &psInst[inst].asOperands[1], sizeof(Operand));
++inst;
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_RSQ, 0, 0, pui32CurrentToken);
memcpy(&psInst[inst].asOperands[0], &psInst[inst - 1].asOperands[0], sizeof(Operand));
break;
}
case OPCODE_DX9_SINCOS:
{
// Before SM3, SINCOS has 2 extra constant sources -D3DSINCOSCONST1 and D3DSINCOSCONST2.
// Ignore them.
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_SINCOS, 1, 1, pui32CurrentToken);
// Pre-SM4:
// If the write mask is .x: dest.x = cos( V )
// If the write mask is .y: dest.y = sin( V )
// If the write mask is .xy:
// dest.x = cos( V )
// dest.y = sin( V )
// SM4+
// destSin destCos Angle
psInst[inst].ui32NumOperands = 3;
// Set the angle
memcpy(&psInst[inst].asOperands[2], &psInst[inst].asOperands[1], sizeof(Operand));
// Set the cosine dest
memcpy(&psInst[inst].asOperands[1], &psInst[inst].asOperands[0], sizeof(Operand));
// Set write masks
psInst[inst].asOperands[0].ui32CompMask &= ~OPERAND_4_COMPONENT_MASK_Y;
if (psInst[inst].asOperands[0].ui32CompMask & OPERAND_4_COMPONENT_MASK_X)
{
// Need cosine
}
else
{
psInst[inst].asOperands[0].eType = OPERAND_TYPE_NULL;
}
psInst[inst].asOperands[1].ui32CompMask &= ~OPERAND_4_COMPONENT_MASK_X;
if (psInst[inst].asOperands[1].ui32CompMask & OPERAND_4_COMPONENT_MASK_Y)
{
// Need sine
}
else
{
psInst[inst].asOperands[1].eType = OPERAND_TYPE_NULL;
}
break;
}
case OPCODE_DX9_FRC:
{
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_FRC, 1, 1, pui32CurrentToken);
break;
}
case OPCODE_DX9_MOVA:
{
// MOVA preforms RoundToNearest on the src data.
// The only rounding functions available in all GLSL version are ceil and floor.
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_ROUND_NI, 1, 1, pui32CurrentToken);
break;
}
case OPCODE_DX9_TEX:
{
// texld r0, t0, s0
// srcAddress[.swizzle], srcResource[.swizzle], srcSampler
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_SAMPLE, 1, 2, pui32CurrentToken);
psInst[inst].asOperands[2].ui32RegisterNumber = 0;
break;
}
case OPCODE_DX9_TEXLDL:
{
// texld r0, t0, s0
// srcAddress[.swizzle], srcResource[.swizzle], srcSampler
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_SAMPLE_L, 1, 2, pui32CurrentToken);
psInst[inst].asOperands[2].ui32RegisterNumber = 0;
// Lod comes from fourth coordinate of address.
memcpy(&psInst[inst].asOperands[4], &psInst[inst].asOperands[1], sizeof(Operand));
psInst[inst].ui32NumOperands = 5;
break;
}
case OPCODE_DX9_IF:
{
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_IF, 0, 1, pui32CurrentToken);
psInst[inst].eDX9TestType = D3DSPC_BOOLEAN;
break;
}
case OPCODE_DX9_IFC:
{
const COMPARISON_DX9 eCmpOp = DecodeComparisonDX9(pui32CurrentToken[0]);
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_IF, 0, 2, pui32CurrentToken);
psInst[inst].eDX9TestType = eCmpOp;
break;
}
case OPCODE_DX9_ELSE:
{
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_ELSE, 0, 0, pui32CurrentToken);
break;
}
case OPCODE_DX9_CMP:
{
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_MOVC, 1, 3, pui32CurrentToken);
break;
}
case OPCODE_DX9_REP:
{
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_REP, 0, 1, pui32CurrentToken);
break;
}
case OPCODE_DX9_ENDREP:
{
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_ENDREP, 0, 0, pui32CurrentToken);
break;
}
case OPCODE_DX9_BREAKC:
{
const COMPARISON_DX9 eCmpOp = DecodeComparisonDX9(pui32CurrentToken[0]);
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_BREAKC, 0, 2, pui32CurrentToken);
psInst[inst].eDX9TestType = eCmpOp;
break;
}
case OPCODE_DX9_DSX:
{
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_DERIV_RTX, 1, 1, pui32CurrentToken);
break;
}
case OPCODE_DX9_DSY:
{
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_DERIV_RTY, 1, 1, pui32CurrentToken);
break;
}
case OPCODE_DX9_TEXKILL:
{
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_DISCARD, 1, 0, pui32CurrentToken);
break;
}
case OPCODE_DX9_TEXLDD:
{
// texldd, dst, src0, src1, src2, src3
// srcAddress[.swizzle], srcResource[.swizzle], srcSampler, XGradient, YGradient
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_SAMPLE_D, 1, 4, pui32CurrentToken);
psInst[inst].asOperands[2].ui32RegisterNumber = 0;
break;
}
case OPCODE_DX9_LRP:
{
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_LRP, 1, 3, pui32CurrentToken);
break;
}
case OPCODE_DX9_DP2ADD:
{
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_DP2ADD, 1, 3, pui32CurrentToken);
break;
}
case OPCODE_DX9_POW:
{
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_POW, 1, 2, pui32CurrentToken);
break;
}
case OPCODE_DX9_DST:
case OPCODE_DX9_M4x4:
case OPCODE_DX9_M4x3:
case OPCODE_DX9_M3x4:
case OPCODE_DX9_M3x3:
case OPCODE_DX9_M3x2:
case OPCODE_DX9_CALL:
case OPCODE_DX9_CALLNZ:
case OPCODE_DX9_LABEL:
case OPCODE_DX9_CRS:
case OPCODE_DX9_SGN:
case OPCODE_DX9_ABS:
case OPCODE_DX9_TEXCOORD:
case OPCODE_DX9_TEXBEM:
case OPCODE_DX9_TEXBEML:
case OPCODE_DX9_TEXREG2AR:
case OPCODE_DX9_TEXREG2GB:
case OPCODE_DX9_TEXM3x2PAD:
case OPCODE_DX9_TEXM3x2TEX:
case OPCODE_DX9_TEXM3x3PAD:
case OPCODE_DX9_TEXM3x3TEX:
case OPCODE_DX9_TEXM3x3SPEC:
case OPCODE_DX9_TEXM3x3VSPEC:
case OPCODE_DX9_EXPP:
case OPCODE_DX9_LOGP:
case OPCODE_DX9_CND:
case OPCODE_DX9_TEXREG2RGB:
case OPCODE_DX9_TEXDP3TEX:
case OPCODE_DX9_TEXM3x2DEPTH:
case OPCODE_DX9_TEXDP3:
case OPCODE_DX9_TEXM3x3:
case OPCODE_DX9_TEXDEPTH:
case OPCODE_DX9_BEM:
case OPCODE_DX9_SETP:
case OPCODE_DX9_BREAKP:
{
ASSERT(0);
break;
}
case OPCODE_DX9_NOP:
case OPCODE_DX9_PHASE:
{
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_NOP, 0, 0, pui32CurrentToken);
break;
}
case OPCODE_DX9_LOOP:
{
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_LOOP, 0, 2, pui32CurrentToken);
break;
}
case OPCODE_DX9_RET:
{
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_RET, 0, 0, pui32CurrentToken);
break;
}
case OPCODE_DX9_ENDLOOP:
{
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_ENDLOOP, 0, 0, pui32CurrentToken);
break;
}
case OPCODE_DX9_ENDIF:
{
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_ENDIF, 0, 0, pui32CurrentToken);
break;
}
case OPCODE_DX9_BREAK:
{
CreateD3D10Instruction(psShader, &psInst[inst], OPCODE_BREAK, 0, 0, pui32CurrentToken);
break;
}
default:
{
ASSERT(0);
break;
}
}
UpdateInstructionReferences(psShader, &psInst[inst]);
inst++;
}
pui32CurrentToken += ui32InstLen + 1;
}
DeclareNumTemps(psShader, ui32MaxTemp, &psDecl[decl]);
++decl;
if (psShader->eShaderType == VERTEX_SHADER)
{
// Declare gl_Position. vs_3_0 does declare it, SM1/2 do not
if (bDeclareConstantTable)
{
DecodeDeclarationDX9(psShader, 0, CreateOperandTokenDX9(0, OPERAND_TYPE_DX9_RASTOUT), &psDecl[decl + 1]);
}
else
{
DecodeDeclarationDX9(psShader, 0, CreateOperandTokenDX9(0, OPERAND_TYPE_DX9_RASTOUT), &psDecl[decl]);
}
}
if (bDeclareConstantTable)
{
DeclareConstantBuffer(psShader, &psDecl[decl]);
}
return psShader;
}