/************************************************************************** * * Copyright 2012-2021 VMware, Inc. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL * THE COPYRIGHT HOLDERS, AUTHORS AND/OR ITS SUPPLIERS BE LIABLE FOR ANY CLAIM, * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE * USE OR OTHER DEALINGS IN THE SOFTWARE. * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * **************************************************************************/ /* * ShaderParse.h -- * Functions for parsing shader tokens. */ #ifndef SHADER_PARSE_H #define SHADER_PARSE_H #include "DriverIncludes.h" //#include "winddk/winddk_compat.h" #include "winddk/d3d10tokenizedprogramformat.hpp" #ifdef __cplusplus extern "C" { #endif struct Shader_header { D3D10_SB_TOKENIZED_PROGRAM_TYPE type; unsigned major_version; unsigned minor_version; unsigned size; }; struct dx10_imm_const_buf { unsigned count; unsigned *data; }; struct dx10_customdata { D3D10_SB_CUSTOMDATA_CLASS _class; union { struct dx10_imm_const_buf constbuf; } u; }; struct dx10_indexable_temp { unsigned index; unsigned count; unsigned components; }; struct dx10_global_flags { unsigned refactoring_allowed:1; }; struct Shader_relative_index { unsigned imm; }; struct Shader_relative_operand { D3D10_SB_OPERAND_TYPE type; struct Shader_relative_index index[2]; D3D10_SB_4_COMPONENT_NAME comp; }; struct Shader_index { unsigned imm; struct Shader_relative_operand rel; D3D10_SB_OPERAND_INDEX_REPRESENTATION index_rep; }; struct Shader_operand { D3D10_SB_OPERAND_TYPE type; struct Shader_index index[2]; unsigned index_dim; }; struct Shader_dst_operand { struct Shader_operand base; unsigned mask; }; union Shader_immediate { float f32; int i32; unsigned u32; }; struct Shader_src_operand { struct Shader_operand base; union Shader_immediate imm[4]; D3D10_SB_4_COMPONENT_NAME swizzle[4]; D3D10_SB_OPERAND_MODIFIER modifier; }; #define SHADER_MAX_DST_OPERANDS 2 #define SHADER_MAX_SRC_OPERANDS 5 struct Shader_opcode { D3D10_SB_OPCODE_TYPE type; unsigned num_dst; unsigned num_src; struct Shader_dst_operand dst[SHADER_MAX_DST_OPERANDS]; struct Shader_src_operand src[SHADER_MAX_SRC_OPERANDS]; /* Opcode specific data. */ union { D3D10_SB_RESOURCE_DIMENSION dcl_resource_dimension; D3D10_SB_SAMPLER_MODE dcl_sampler_mode; D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN dcl_cb_access_pattern; D3D10_SB_INTERPOLATION_MODE dcl_in_ps_interp; D3D10_SB_PRIMITIVE_TOPOLOGY dcl_gs_output_primitive_topology; D3D10_SB_PRIMITIVE dcl_gs_input_primitive; D3D10_SB_INSTRUCTION_TEST_BOOLEAN test_boolean; D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE resinfo_ret_type; unsigned dcl_max_output_vertex_count; unsigned dcl_num_temps; struct dx10_indexable_temp dcl_indexable_temp; unsigned index_range_count; struct dx10_global_flags global_flags; } specific; D3D10_SB_NAME dcl_siv_name; D3D10_SB_RESOURCE_RETURN_TYPE dcl_resource_ret_type[4]; boolean saturate; struct { int u:4; int v:4; int w:4; } imm_texel_offset; struct dx10_customdata customdata; }; struct Shader_parser { const unsigned *code; const unsigned *curr; struct Shader_header header; }; void Shader_parse_init(struct Shader_parser *parser, const unsigned *code); boolean Shader_parse_opcode(struct Shader_parser *parser, struct Shader_opcode *opcode); void Shader_opcode_free(struct Shader_opcode *opcode); const struct tgsi_token * Shader_tgsi_translate(const unsigned *code, unsigned *output_mapping); #ifdef __cplusplus } #endif #endif /* SHADER_PARSE_H */