Commit 4b307943 authored by Ivan Gyurdiev's avatar Ivan Gyurdiev Committed by Alexandre Julliard

wined3d: Share get_register_code().

parent b8338605
......@@ -752,7 +752,7 @@ inline static void get_register_name(const DWORD param, char* regstr, char const
static const char* rastout_reg_names[] = { "oC0", "oC1", "oC2", "oC3", "oDepth" };
DWORD reg = param & D3DSP_REGNUM_MASK;
DWORD regtype = ((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT);
DWORD regtype = shader_get_regtype(param);
switch (regtype) {
case D3DSPR_TEMP:
......@@ -978,7 +978,7 @@ inline static void pshader_program_get_registers_used(
int i;
for (i = 0; i < curOpcode->num_params; ++i) {
DWORD regtype = (((*pToken) & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT);
DWORD regtype = shader_get_regtype(*pToken);
DWORD reg = (*pToken) & D3DSP_REGNUM_MASK;
if (D3DSPR_TEXTURE == regtype)
*texUsed |= (1 << reg);
......@@ -1614,14 +1614,8 @@ inline static void pshader_program_dump_ps_param(const DWORD param, int input) {
static const char* rastout_reg_names[] = { "oC0", "oC1", "oC2", "oC3", "oDepth" };
static const char swizzle_reg_chars[] = "rgba";
/* the unknown mask is for bits not yet accounted for by any other mask... */
#define UNKNOWN_MASK 0xC000
/* for registeres about 7 we have to add on bits 11 and 12 to get the correct register */
#define EXTENDED_REG 0x1800
DWORD reg = param & D3DSP_REGNUM_MASK;
DWORD regtype = ((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT) | ((param & EXTENDED_REG) >> 8);
DWORD regtype = shader_get_regtype(param);
if (input) {
if ( ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) ||
......@@ -1737,9 +1731,7 @@ inline static void pshader_program_dump_ps_param(const DWORD param, int input) {
inline static void pshader_program_dump_decl_usage(
IWineD3DPixelShaderImpl *This, DWORD decl, DWORD param) {
DWORD regtype = ((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT) |
((param & D3DSP_REGTYPE_MASK2) >> D3DSP_REGTYPE_SHIFT2);
DWORD regtype = shader_get_regtype(param);
TRACE("dcl_");
if (regtype == D3DSPR_SAMPLER) {
......
......@@ -569,17 +569,12 @@ inline static const SHADER_OPCODE* vshader_program_get_opcode(IWineD3DVertexShad
return NULL;
}
inline static int vshader_program_get_regtype(const DWORD param) {
return (((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT) |
((param & D3DSP_REGTYPE_MASK2) >> D3DSP_REGTYPE_SHIFT2));
}
inline static void vshader_program_dump_param(const DWORD param, int input) {
static const char* rastout_reg_names[] = { "oPos", "oFog", "oPts" };
static const char swizzle_reg_chars[] = "xyzw";
DWORD reg = param & D3DSP_REGNUM_MASK;
DWORD regtype = vshader_program_get_regtype(param);
DWORD regtype = shader_get_regtype(param);
if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) TRACE("-");
......@@ -650,11 +645,11 @@ inline static void vshader_program_dump_vs_param(const DWORD param, int input) {
static const char swizzle_reg_chars[] = "xyzw";
DWORD reg = param & D3DSP_REGNUM_MASK;
DWORD regtype = vshader_program_get_regtype(param);
DWORD regtype = shader_get_regtype(param);
if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) TRACE("-");
switch (regtype /*<< D3DSP_REGTYPE_SHIFT*/) {
switch (regtype) {
case D3DSPR_TEMP:
TRACE("r%lu", reg);
break;
......@@ -733,7 +728,7 @@ inline static void vshader_program_dump_vs_param(const DWORD param, int input) {
inline static void vshader_program_dump_decl_usage(
IWineD3DVertexShaderImpl *This, DWORD decl, DWORD param) {
DWORD regtype = vshader_program_get_regtype(param);
DWORD regtype = shader_get_regtype(param);
TRACE("dcl_");
......@@ -879,7 +874,7 @@ inline static void vshader_program_add_param(IWineD3DVertexShaderImpl *This, con
static const char* hwrastout_reg_names[] = { "result.position", "result.fogcoord", "result.pointsize" };
DWORD reg = param & D3DSP_REGNUM_MASK;
DWORD regtype = vshader_program_get_regtype(param);
DWORD regtype = shader_get_regtype(param);
char tmpReg[255];
BOOL is_color = FALSE;
......@@ -1218,7 +1213,7 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexS
} else {
/* Check to see if and tmp or addressing redisters are used */
if (curOpcode->num_params > 0) {
regtype = vshader_program_get_regtype(*pToken);
regtype = shader_get_regtype(*pToken);
reg = ((*pToken) & D3DSP_REGNUM_MASK);
if (D3DSPR_ADDR == regtype && nUseAddressRegister <= reg) nUseAddressRegister = reg + 1;
if (D3DSPR_TEMP == regtype){
......@@ -1227,7 +1222,7 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexS
}
++pToken;
for (i = 1; i < curOpcode->num_params; ++i) {
regtype = vshader_program_get_regtype(*pToken);
regtype = shader_get_regtype(*pToken);
reg = ((*pToken) & D3DSP_REGNUM_MASK);
if (D3DSPR_ADDR == regtype && nUseAddressRegister <= reg) nUseAddressRegister = reg + 1;
if (D3DSPR_TEMP == regtype){
......@@ -1501,7 +1496,7 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexS
continue;
case D3DSIO_MOV:
/* Address registers must be loaded with the ARL instruction */
if (vshader_program_get_regtype(*pToken) == D3DSPR_ADDR) {
if (shader_get_regtype(*pToken) == D3DSPR_ADDR) {
if (((*pToken) & D3DSP_REGNUM_MASK) < nUseAddressRegister) {
strcpy(tmpLine, "ARL");
break;
......@@ -1696,9 +1691,9 @@ HRESULT WINAPI IWineD3DVertexShaderImpl_ExecuteSW(IWineD3DVertexShader* iface, W
/* TRACE(">> execting opcode: pos=%d opcode_name=%s token=%08lX\n", pToken - vshader->function, curOpcode->name, *pToken); */
for (i = 0; i < curOpcode->num_params; ++i) {
DWORD reg = pToken[i] & D3DSP_REGNUM_MASK;
DWORD regtype = vshader_program_get_regtype(pToken[i]);
DWORD regtype = shader_get_regtype(pToken[i]);
switch (regtype /*<< D3DSP_REGTYPE_SHIFT*/) {
switch (regtype) {
case D3DSPR_TEMP:
/* TRACE("p[%d]=R[%d]\n", i, reg); */
p[i] = &R[reg];
......
......@@ -1203,6 +1203,11 @@ typedef struct IWineD3DBaseShaderImpl {
IWineD3DBaseShaderClass baseShader;
} IWineD3DBaseShaderImpl;
inline static int shader_get_regtype(const DWORD param) {
return (((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT) |
((param & D3DSP_REGTYPE_MASK2) >> D3DSP_REGTYPE_SHIFT2));
}
/*****************************************************************************
* IDirect3DVertexShader implementation structure
*/
......
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