Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
W
wine-cw
Project
Project
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Registry
Registry
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
wine
wine-cw
Commits
b6668b02
Commit
b6668b02
authored
Apr 15, 2009
by
Henri Verbeet
Committed by
Alexandre Julliard
Apr 15, 2009
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
wined3d: Store the register index in struct wined3d_shader_src_param.
parent
4de1dba2
Hide whitespace changes
Inline
Side-by-side
Showing
4 changed files
with
23 additions
and
27 deletions
+23
-27
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+5
-3
baseshader.c
dlls/wined3d/baseshader.c
+1
-0
glsl_shader.c
dlls/wined3d/glsl_shader.c
+16
-24
wined3d_private.h
dlls/wined3d/wined3d_private.h
+1
-0
No files found.
dlls/wined3d/arb_program_shader.c
View file @
b6668b02
...
...
@@ -1154,7 +1154,7 @@ static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
if
(
shader_version
<
WINED3DPS_VERSION
(
2
,
0
))
reg_sampler_code
=
dst
->
register_idx
;
else
reg_sampler_code
=
ins
->
src
[
1
].
token
&
WINED3DSP_REGNUM_MASK
;
reg_sampler_code
=
ins
->
src
[
1
].
register_idx
;
/* projection flag:
* 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
...
...
@@ -1260,7 +1260,6 @@ static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
BOOL
is_color
;
int
i
;
DWORD
src
=
ins
->
src
[
0
].
token
&
WINED3DSP_REGNUM_MASK
;
SHADER_BUFFER
*
buffer
=
ins
->
ctx
->
buffer
;
char
reg_coord
[
40
];
...
...
@@ -1290,6 +1289,8 @@ static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
}
if
(
has_bumpmat
)
{
DWORD
src
=
ins
->
src
[
0
].
register_idx
;
/* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
shader_addline
(
buffer
,
"SWZ TMP2, bumpenvmat%d, x, z, 0, 0;
\n
"
,
reg_dest_code
);
...
...
@@ -1433,7 +1434,7 @@ static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
IWineD3DDeviceImpl
*
deviceImpl
=
(
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
;
DWORD
flags
;
DWORD
reg
=
ins
->
dst
[
0
].
register_idx
;
DWORD
reg3
=
ins
->
src
[
1
].
token
&
WINED3DSP_REGNUM_MASK
;
DWORD
reg3
=
ins
->
src
[
1
].
register_idx
;
SHADER_PARSE_STATE
*
current_state
=
&
This
->
baseShader
.
parse_state
;
SHADER_BUFFER
*
buffer
=
ins
->
ctx
->
buffer
;
char
dst_str
[
8
];
...
...
@@ -1632,6 +1633,7 @@ static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
for
(
i
=
0
;
i
<
nComponents
;
i
++
)
{
tmp_dst
.
write_mask
=
WINED3DSP_WRITEMASK_0
<<
i
;
shader_hw_map2gl
(
&
tmp_ins
);
++
tmp_src
[
1
].
register_idx
;
++
tmp_src
[
1
].
token
;
}
}
...
...
dlls/wined3d/baseshader.c
View file @
b6668b02
...
...
@@ -228,6 +228,7 @@ static void shader_parse_src_param(DWORD param, DWORD addr_param, struct wined3d
{
src
->
register_type
=
((
param
&
WINED3DSP_REGTYPE_MASK
)
>>
WINED3DSP_REGTYPE_SHIFT
)
|
((
param
&
WINED3DSP_REGTYPE_MASK2
)
>>
WINED3DSP_REGTYPE_SHIFT2
);
src
->
register_idx
=
param
&
WINED3DSP_REGNUM_MASK
;
src
->
token
=
param
;
src
->
addr_token
=
addr_param
;
}
...
...
dlls/wined3d/glsl_shader.c
View file @
b6668b02
...
...
@@ -1944,7 +1944,7 @@ static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
char
mask_char
[
6
];
BOOL
temp_destination
=
FALSE
;
if
(
shader_is_scalar
(
ins
->
src
[
0
].
register_type
,
ins
->
src
[
0
].
token
&
WINED3DSP_REGNUM_MASK
))
if
(
shader_is_scalar
(
ins
->
src
[
0
].
register_type
,
ins
->
src
[
0
].
register_idx
))
{
write_mask
=
shader_glsl_append_dst
(
ins
->
ctx
->
buffer
,
ins
);
...
...
@@ -1955,14 +1955,6 @@ static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
shader_addline
(
ins
->
ctx
->
buffer
,
"%s >= 0.0 ? %s : %s);
\n
"
,
src0_param
.
param_str
,
src1_param
.
param_str
,
src2_param
.
param_str
);
}
else
{
DWORD
src0reg
=
ins
->
src
[
0
].
token
&
WINED3DSP_REGNUM_MASK
;
DWORD
src1reg
=
ins
->
src
[
1
].
token
&
WINED3DSP_REGNUM_MASK
;
DWORD
src2reg
=
ins
->
src
[
2
].
token
&
WINED3DSP_REGNUM_MASK
;
DWORD
src0regtype
=
ins
->
src
[
0
].
register_type
;
DWORD
src1regtype
=
ins
->
src
[
1
].
register_type
;
DWORD
src2regtype
=
ins
->
src
[
2
].
register_type
;
DWORD
dstreg
=
ins
->
dst
[
0
].
register_idx
;
DWORD
dstregtype
=
ins
->
dst
[
0
].
register_type
;
DWORD
dst_mask
=
ins
->
dst
[
0
].
write_mask
;
struct
wined3d_shader_dst_param
dst
=
ins
->
dst
[
0
];
...
...
@@ -1983,9 +1975,12 @@ static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
* The first lines may overwrite source parameters of the following lines.
* Deal with that by using a temporary destination register if needed
*/
if
((
src0reg
==
dstreg
&&
src0regtype
==
dstregtype
)
||
(
src1reg
==
dstreg
&&
src1regtype
==
dstregtype
)
||
(
src2reg
==
dstreg
&&
src2regtype
==
dstregtype
))
if
((
ins
->
src
[
0
].
register_idx
==
ins
->
dst
[
0
].
register_idx
&&
ins
->
src
[
0
].
register_type
==
ins
->
dst
[
0
].
register_type
)
||
(
ins
->
src
[
1
].
register_idx
==
ins
->
dst
[
0
].
register_idx
&&
ins
->
src
[
1
].
register_type
==
ins
->
dst
[
0
].
register_type
)
||
(
ins
->
src
[
2
].
register_idx
==
ins
->
dst
[
0
].
register_idx
&&
ins
->
src
[
2
].
register_type
==
ins
->
dst
[
0
].
register_type
))
{
write_mask
=
shader_glsl_get_write_mask
(
&
dst
,
mask_char
);
if
(
!
write_mask
)
continue
;
...
...
@@ -2138,6 +2133,7 @@ static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
{
tmp_dst
.
write_mask
=
WINED3DSP_WRITEMASK_0
<<
i
;
shader_glsl_dot
(
&
tmp_ins
);
++
tmp_src
[
1
].
register_idx
;
++
tmp_src
[
1
].
token
;
}
}
...
...
@@ -2283,7 +2279,6 @@ static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t
src1_param
;
IWineD3DBaseShaderImpl
*
shader
=
(
IWineD3DBaseShaderImpl
*
)
ins
->
ctx
->
shader
;
DWORD
reg
=
ins
->
src
[
1
].
token
&
WINED3DSP_REGNUM_MASK
;
const
DWORD
*
control_values
=
NULL
;
const
local_constant
*
constant
;
...
...
@@ -2297,7 +2292,8 @@ static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
if
(
ins
->
src
[
1
].
register_type
==
WINED3DSPR_CONSTINT
)
{
LIST_FOR_EACH_ENTRY
(
constant
,
&
shader
->
baseShader
.
constantsI
,
local_constant
,
entry
)
{
if
(
constant
->
idx
==
reg
)
{
if
(
constant
->
idx
==
ins
->
src
[
1
].
register_idx
)
{
control_values
=
constant
->
value
;
break
;
}
...
...
@@ -2408,25 +2404,21 @@ static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
static
void
shader_glsl_label
(
const
struct
wined3d_shader_instruction
*
ins
)
{
DWORD
snum
=
(
ins
->
src
[
0
].
token
)
&
WINED3DSP_REGNUM_MASK
;
shader_addline
(
ins
->
ctx
->
buffer
,
"}
\n
"
);
shader_addline
(
ins
->
ctx
->
buffer
,
"void subroutine%u () {
\n
"
,
snum
);
shader_addline
(
ins
->
ctx
->
buffer
,
"void subroutine%u () {
\n
"
,
ins
->
src
[
0
].
register_idx
);
}
static
void
shader_glsl_call
(
const
struct
wined3d_shader_instruction
*
ins
)
{
DWORD
snum
=
(
ins
->
src
[
0
].
token
)
&
WINED3DSP_REGNUM_MASK
;
shader_addline
(
ins
->
ctx
->
buffer
,
"subroutine%u();
\n
"
,
snum
);
shader_addline
(
ins
->
ctx
->
buffer
,
"subroutine%u();
\n
"
,
ins
->
src
[
0
].
register_idx
);
}
static
void
shader_glsl_callnz
(
const
struct
wined3d_shader_instruction
*
ins
)
{
glsl_src_param_t
src1_param
;
DWORD
snum
=
(
ins
->
src
[
0
].
token
)
&
WINED3DSP_REGNUM_MASK
;
shader_glsl_add_src_param
(
ins
,
ins
->
src
[
1
].
token
,
ins
->
src
[
1
].
addr_token
,
WINED3DSP_WRITEMASK_0
,
&
src1_param
);
shader_addline
(
ins
->
ctx
->
buffer
,
"if (%s) subroutine%u();
\n
"
,
src1_param
.
param_str
,
snum
);
shader_addline
(
ins
->
ctx
->
buffer
,
"if (%s) subroutine%u();
\n
"
,
src1_param
.
param_str
,
ins
->
src
[
0
].
register_idx
);
}
/*********************************************
...
...
@@ -2446,7 +2438,7 @@ static void pshader_glsl_tex(const struct wined3d_shader_instruction *ins)
/* 1.0-1.4: Use destination register as sampler source.
* 2.0+: Use provided sampler source. */
if
(
shader_version
<
WINED3DPS_VERSION
(
2
,
0
))
sampler_idx
=
ins
->
dst
[
0
].
register_idx
;
else
sampler_idx
=
ins
->
src
[
1
].
token
&
WINED3DSP_REGNUM_MASK
;
else
sampler_idx
=
ins
->
src
[
1
].
register_idx
;
sampler_type
=
ins
->
ctx
->
reg_maps
->
samplers
[
sampler_idx
]
&
WINED3DSP_TEXTURETYPE_MASK
;
if
(
shader_version
<
WINED3DPS_VERSION
(
1
,
4
))
...
...
@@ -2531,7 +2523,7 @@ static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
DWORD
sampler_idx
;
DWORD
swizzle
=
ins
->
src
[
1
].
token
&
WINED3DSP_SWIZZLE_MASK
;
sampler_idx
=
ins
->
src
[
1
].
token
&
WINED3DSP_REGNUM_MASK
;
sampler_idx
=
ins
->
src
[
1
].
register_idx
;
sampler_type
=
ins
->
ctx
->
reg_maps
->
samplers
[
sampler_idx
]
&
WINED3DSP_TEXTURETYPE_MASK
;
if
(
deviceImpl
->
stateBlock
->
textures
[
sampler_idx
]
&&
IWineD3DBaseTexture_GetTextureDimensions
(
deviceImpl
->
stateBlock
->
textures
[
sampler_idx
])
==
GL_TEXTURE_RECTANGLE_ARB
)
{
...
...
@@ -2566,7 +2558,7 @@ static void pshader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
shader_addline
(
buffer
,
"clamp(gl_TexCoord[%u], 0.0, 1.0)%s);
\n
"
,
ins
->
dst
[
0
].
register_idx
,
dst_mask
);
}
else
{
DWORD
reg
=
ins
->
src
[
0
].
token
&
WINED3DSP_REGNUM_MASK
;
DWORD
reg
=
ins
->
src
[
0
].
register_idx
;
DWORD
src_mod
=
ins
->
src
[
0
].
token
&
WINED3DSP_SRCMOD_MASK
;
char
dst_swizzle
[
6
];
...
...
dlls/wined3d/wined3d_private.h
View file @
b6668b02
...
...
@@ -465,6 +465,7 @@ struct wined3d_shader_dst_param
struct
wined3d_shader_src_param
{
WINED3DSHADER_PARAM_REGISTER_TYPE
register_type
;
UINT
register_idx
;
DWORD
token
;
DWORD
addr_token
;
};
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment