Commit 8d746c31 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Properly handle negative loop step in shader_glsl_loop().

parent 3bc4e67f
...@@ -91,13 +91,6 @@ static inline BOOL ffp_clip_emul(IWineD3DStateBlockImpl *stateblock) ...@@ -91,13 +91,6 @@ static inline BOOL ffp_clip_emul(IWineD3DStateBlockImpl *stateblock)
/* ARB_program_shader private data */ /* ARB_program_shader private data */
struct loop_control
{
unsigned int count;
unsigned int start;
int step;
};
struct control_frame struct control_frame
{ {
struct list entry; struct list entry;
...@@ -115,7 +108,7 @@ struct control_frame ...@@ -115,7 +108,7 @@ struct control_frame
unsigned int loop_no; unsigned int loop_no;
unsigned int ifc_no; unsigned int ifc_no;
}; };
struct loop_control loop_control; struct wined3d_shader_loop_control loop_control;
BOOL had_else; BOOL had_else;
}; };
...@@ -4686,7 +4679,7 @@ static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins, ...@@ -4686,7 +4679,7 @@ static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
} }
static void get_loop_control_const(const struct wined3d_shader_instruction *ins, static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
IWineD3DBaseShaderImpl *This, UINT idx, struct loop_control *loop_control) IWineD3DBaseShaderImpl *This, UINT idx, struct wined3d_shader_loop_control *loop_control)
{ {
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
......
...@@ -2485,22 +2485,33 @@ static void shader_glsl_loop(const struct wined3d_shader_instruction *ins) ...@@ -2485,22 +2485,33 @@ static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
} }
} }
if(control_values) { if (control_values)
if(control_values[2] > 0) { {
shader_addline(ins->ctx->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n", struct wined3d_shader_loop_control loop_control;
shader->baseShader.cur_loop_depth, control_values[1], loop_control.count = control_values[0];
shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1], loop_control.start = control_values[1];
shader->baseShader.cur_loop_depth, control_values[2]); loop_control.step = (int)control_values[2];
} else if(control_values[2] == 0) {
shader_addline(ins->ctx->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n", if (loop_control.step > 0)
shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth, {
shader->baseShader.cur_loop_depth, control_values[0], shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
shader->baseShader.cur_loop_depth, loop_control.start,
shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
shader->baseShader.cur_loop_depth, loop_control.step);
}
else if (loop_control.step < 0)
{
shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
shader->baseShader.cur_loop_depth, loop_control.start,
shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
shader->baseShader.cur_loop_depth, loop_control.step);
}
else
{
shader_addline(ins->ctx->buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
shader->baseShader.cur_loop_depth, loop_control.start, shader->baseShader.cur_loop_depth,
shader->baseShader.cur_loop_depth, loop_control.count,
shader->baseShader.cur_loop_depth); shader->baseShader.cur_loop_depth);
} else {
shader_addline(ins->ctx->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
shader->baseShader.cur_loop_depth, control_values[1],
shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
shader->baseShader.cur_loop_depth, control_values[2]);
} }
} else { } else {
shader_addline(ins->ctx->buffer, shader_addline(ins->ctx->buffer,
......
...@@ -725,6 +725,13 @@ struct wined3d_shader_attribute ...@@ -725,6 +725,13 @@ struct wined3d_shader_attribute
UINT usage_idx; UINT usage_idx;
}; };
struct wined3d_shader_loop_control
{
unsigned int count;
unsigned int start;
int step;
};
struct wined3d_shader_frontend struct wined3d_shader_frontend
{ {
void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature); void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
......
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