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wine
wine-cw
Commits
aadafd64
Commit
aadafd64
authored
May 09, 2006
by
Ivan Gyurdiev
Committed by
Alexandre Julliard
May 10, 2006
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Plain Diff
wined3d: Make register counting pass the same.
parent
7e12e2ac
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Showing
1 changed file
with
33 additions
and
34 deletions
+33
-34
vertexshader.c
dlls/wined3d/vertexshader.c
+33
-34
No files found.
dlls/wined3d/vertexshader.c
View file @
aadafd64
...
...
@@ -1102,12 +1102,6 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexS
buffer
.
bsize
=
0
;
buffer
.
lineNo
=
0
;
/* Initialise the shader */
This
->
namedArrays
=
FALSE
;
This
->
declaredArrays
=
FALSE
;
for
(
i
=
0
;
i
<
WINED3DSHADERDECLUSAGE_MAX_USAGE
;
i
++
)
{
This
->
arrayUsageMap
[
i
]
=
-
1
;
}
/* set all the tmpsUsed to not used */
memset
(
tmpsUsed
,
FALSE
,
sizeof
(
tmpsUsed
));
...
...
@@ -1144,18 +1138,14 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexS
++
pToken
;
}
}
else
{
/* Skip declarations, handled earlier */
if
(
curOpcode
->
opcode
==
D3DSIO_DCL
){
INT
usage
=
*
pToken
++
;
INT
arrayNo
=
(
*
pToken
++
&
D3DSP_REGNUM_MASK
);
parse_decl_usage
(
This
,
usage
,
arrayNo
);
pToken
+=
2
;
/* Skip definition of immediate constants, handled later */
}
else
if
(
curOpcode
->
opcode
==
D3DSIO_DEF
)
{
This
->
constantsUsedBitmap
[
*
pToken
&
0xFF
]
=
VS_CONSTANT_CONSTANT
;
FIXME
(
"Constant %ld
\n
"
,
*
pToken
&
0xFF
);
++
pToken
;
++
pToken
;
++
pToken
;
++
pToken
;
++
pToken
;
pToken
+=
5
;
}
else
{
/* Check to see if and tmp or addressing redisters are used */
...
...
@@ -1191,19 +1181,7 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexS
}
}
}
#if 1
#define VSHADER_ALWAYS_NUMBERED
#endif
#ifdef VSHADER_ALWAYS_NUMBERED
/* handy for debugging using numbered arrays instead of named arrays */
/* TODO: using numbered arrays for software shaders makes things easier */
This
->
declaredArrays
=
TRUE
;
#endif
/* named arrays and declared arrays are mutually exclusive */
if
(
This
->
declaredArrays
)
{
This
->
namedArrays
=
FALSE
;
}
/* TODO: validate
nUseAddressRegister < = GL_MAX_PROGRAM_ADDRESS_REGISTERS_AR
nUseTempRegister <= GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB
...
...
@@ -1285,6 +1263,7 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexS
*
(
float
*
)
(
pToken
+
3
),
*
(
float
*
)
(
pToken
+
4
));
This
->
constantsUsedBitmap
[
*
pToken
&
0xFF
]
=
VS_CONSTANT_CONSTANT
;
pToken
+=
5
;
continue
;
...
...
@@ -1876,6 +1855,12 @@ HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader *iface,
DWORD
i
;
TRACE
(
"(%p) : Parsing programme
\n
"
,
This
);
/* Initialise vertex input arrays */
This
->
namedArrays
=
FALSE
;
This
->
declaredArrays
=
FALSE
;
for
(
i
=
0
;
i
<
WINED3DSHADERDECLUSAGE_MAX_USAGE
;
i
++
)
This
->
arrayUsageMap
[
i
]
=
-
1
;
if
(
NULL
!=
pToken
)
{
while
(
D3DVS_END
()
!=
*
pToken
)
{
if
(
vshader_is_version_token
(
*
pToken
))
{
/** version */
...
...
@@ -1907,12 +1892,16 @@ HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader *iface,
}
else
{
if
(
curOpcode
->
opcode
==
D3DSIO_DCL
)
{
vshader_program_dump_decl_usage
(
This
,
*
pToken
,
*
(
pToken
+
1
));
++
pToken
;
++
len
;
vshader_program_dump_vs_param
(
*
pToken
,
0
);
++
pToken
;
++
len
;
DWORD
usage
=
*
pToken
;
DWORD
param
=
*
(
pToken
+
1
);
parse_decl_usage
(
This
,
usage
,
param
&
D3DSP_REGNUM_MASK
);
vshader_program_dump_decl_usage
(
This
,
usage
,
param
);
vshader_program_dump_vs_param
(
param
,
0
);
pToken
+=
2
;
len
+=
2
;
}
else
if
(
curOpcode
->
opcode
==
D3DSIO_DEF
)
{
TRACE
(
"def c%lu = "
,
*
pToken
&
0xFF
);
...
...
@@ -1952,6 +1941,16 @@ HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader *iface,
This
->
baseShader
.
functionLength
=
1
;
/* no Function defined use fixed function vertex processing */
}
/* Handy for debugging using numbered arrays instead of named arrays */
#if 1
/* TODO: using numbered arrays for software shaders makes things easier */
This
->
declaredArrays
=
TRUE
;
#endif
/* named arrays and declared arrays are mutually exclusive */
if
(
This
->
declaredArrays
)
This
->
namedArrays
=
FALSE
;
/* Generate HW shader in needed */
if
(
NULL
!=
pFunction
&&
wined3d_settings
.
vs_mode
==
VS_HW
)
{
#if 1
...
...
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