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1 /**************************************************************************
2  *
3  * Copyright 2012-2021 VMware, Inc.
4  * All Rights Reserved.
5  *
6  * Permission is hereby granted, free of charge, to any person obtaining a
7  * copy of this software and associated documentation files (the
8  * "Software"), to deal in the Software without restriction, including
9  * without limitation the rights to use, copy, modify, merge, publish,
10  * distribute, sub license, and/or sell copies of the Software, and to
11  * permit persons to whom the Software is furnished to do so, subject to
12  * the following conditions:
13  *
14  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
15  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
16  * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
17  * THE COPYRIGHT HOLDERS, AUTHORS AND/OR ITS SUPPLIERS BE LIABLE FOR ANY CLAIM,
18  * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
19  * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
20  * USE OR OTHER DEALINGS IN THE SOFTWARE.
21  *
22  * The above copyright notice and this permission notice (including the
23  * next paragraph) shall be included in all copies or substantial portions
24  * of the Software.
25  *
26  **************************************************************************/
27 
28 /*
29  * ShaderParse.h --
30  *    Functions for parsing shader tokens.
31  */
32 
33 #ifndef SHADER_PARSE_H
34 #define SHADER_PARSE_H
35 
36 #include "DriverIncludes.h"
37 
38 //#include "winddk/winddk_compat.h"
39 #include "winddk/d3d10tokenizedprogramformat.hpp"
40 
41 #ifdef __cplusplus
42 extern "C" {
43 #endif
44 
45 struct Shader_header {
46    D3D10_SB_TOKENIZED_PROGRAM_TYPE type;
47    unsigned major_version;
48    unsigned minor_version;
49    unsigned size;
50 };
51 
52 struct dx10_imm_const_buf {
53    unsigned count;
54    unsigned *data;
55 };
56 
57 struct dx10_customdata {
58    D3D10_SB_CUSTOMDATA_CLASS _class;
59    union {
60       struct dx10_imm_const_buf constbuf;
61    } u;
62 };
63 
64 struct dx10_indexable_temp {
65    unsigned index;
66    unsigned count;
67    unsigned components;
68 };
69 
70 struct dx10_global_flags {
71    unsigned refactoring_allowed:1;
72 };
73 
74 struct Shader_relative_index {
75    unsigned imm;
76 };
77 
78 struct Shader_relative_operand {
79    D3D10_SB_OPERAND_TYPE type;
80    struct Shader_relative_index index[2];
81    D3D10_SB_4_COMPONENT_NAME comp;
82 };
83 
84 struct Shader_index {
85    unsigned imm;
86    struct Shader_relative_operand rel;
87    D3D10_SB_OPERAND_INDEX_REPRESENTATION index_rep;
88 };
89 
90 struct Shader_operand {
91    D3D10_SB_OPERAND_TYPE type;
92    struct Shader_index index[2];
93    unsigned index_dim;
94 };
95 
96 struct Shader_dst_operand {
97    struct Shader_operand base;
98    unsigned mask;
99 };
100 
101 union Shader_immediate {
102    float f32;
103    int i32;
104    unsigned u32;
105 };
106 
107 struct Shader_src_operand {
108    struct Shader_operand base;
109    union Shader_immediate imm[4];
110    D3D10_SB_4_COMPONENT_NAME swizzle[4];
111    D3D10_SB_OPERAND_MODIFIER modifier;
112 };
113 
114 #define SHADER_MAX_DST_OPERANDS 2
115 #define SHADER_MAX_SRC_OPERANDS 5
116 
117 struct Shader_opcode {
118    D3D10_SB_OPCODE_TYPE type;
119    unsigned num_dst;
120    unsigned num_src;
121    struct Shader_dst_operand dst[SHADER_MAX_DST_OPERANDS];
122    struct Shader_src_operand src[SHADER_MAX_SRC_OPERANDS];
123 
124    /* Opcode specific data.
125     */
126    union {
127       D3D10_SB_RESOURCE_DIMENSION dcl_resource_dimension;
128       D3D10_SB_SAMPLER_MODE dcl_sampler_mode;
129       D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN dcl_cb_access_pattern;
130       D3D10_SB_INTERPOLATION_MODE dcl_in_ps_interp;
131       D3D10_SB_PRIMITIVE_TOPOLOGY dcl_gs_output_primitive_topology;
132       D3D10_SB_PRIMITIVE dcl_gs_input_primitive;
133       D3D10_SB_INSTRUCTION_TEST_BOOLEAN test_boolean;
134       D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE resinfo_ret_type;
135       unsigned dcl_max_output_vertex_count;
136       unsigned dcl_num_temps;
137       struct dx10_indexable_temp dcl_indexable_temp;
138       unsigned index_range_count;
139       struct dx10_global_flags global_flags;
140    } specific;
141    D3D10_SB_NAME dcl_siv_name;
142    D3D10_SB_RESOURCE_RETURN_TYPE dcl_resource_ret_type[4];
143 
144    boolean saturate;
145 
146    struct {
147       int u:4;
148       int v:4;
149       int w:4;
150    } imm_texel_offset;
151 
152    struct dx10_customdata customdata;
153 };
154 
155 struct Shader_parser {
156    const unsigned *code;
157    const unsigned *curr;
158 
159    struct Shader_header header;
160 };
161 
162 void
163 Shader_parse_init(struct Shader_parser *parser,
164                        const unsigned *code);
165 
166 boolean
167 Shader_parse_opcode(struct Shader_parser *parser,
168                          struct Shader_opcode *opcode);
169 
170 void
171 Shader_opcode_free(struct Shader_opcode *opcode);
172 
173 
174 const struct tgsi_token *
175 Shader_tgsi_translate(const unsigned *code,
176                       unsigned *output_mapping);
177 
178 
179 #ifdef __cplusplus
180 }
181 #endif
182 
183 #endif /* SHADER_PARSE_H */
184