Commit 807c4514 authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

wined3d: Accept multiple instruction modifiers in SM4+ shaders.

parent cb66c639
......@@ -1146,11 +1146,42 @@ static BOOL shader_sm4_read_dst_param(struct wined3d_sm4_data *priv, const DWORD
return TRUE;
}
static void shader_sm4_read_instruction_modifier(DWORD modifier, struct wined3d_shader_instruction *ins)
{
static const DWORD recognized_bits = WINED3D_SM4_INSTRUCTION_MODIFIER
| WINED3D_SM4_MODIFIER_AOFFIMMI
| WINED3D_SM4_AOFFIMMI_U_MASK
| WINED3D_SM4_AOFFIMMI_V_MASK
| WINED3D_SM4_AOFFIMMI_W_MASK;
if (modifier & ~recognized_bits)
{
FIXME("Unhandled modifier 0x%08x.\n", modifier);
}
else
{
/* Bit fields are used for sign extension */
struct
{
int u : 4;
int v : 4;
int w : 4;
}
aoffimmi;
aoffimmi.u = (modifier & WINED3D_SM4_AOFFIMMI_U_MASK) >> WINED3D_SM4_AOFFIMMI_U_SHIFT;
aoffimmi.v = (modifier & WINED3D_SM4_AOFFIMMI_V_MASK) >> WINED3D_SM4_AOFFIMMI_V_SHIFT;
aoffimmi.w = (modifier & WINED3D_SM4_AOFFIMMI_W_MASK) >> WINED3D_SM4_AOFFIMMI_W_SHIFT;
ins->texel_offset.u = aoffimmi.u;
ins->texel_offset.v = aoffimmi.v;
ins->texel_offset.w = aoffimmi.w;
}
}
static void shader_sm4_read_instruction(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins)
{
const struct wined3d_sm4_opcode_info *opcode_info;
DWORD opcode_token, opcode, previous_token;
struct wined3d_sm4_data *priv = data;
DWORD opcode_token, opcode;
unsigned int i, len;
const DWORD *p;
......@@ -1195,36 +1226,9 @@ static void shader_sm4_read_instruction(void *data, const DWORD **ptr, struct wi
p = *ptr;
*ptr += len;
if (opcode_token & WINED3D_SM4_INSTRUCTION_MODIFIER)
{
static const DWORD recognized_bits = WINED3D_SM4_MODIFIER_AOFFIMMI
| WINED3D_SM4_AOFFIMMI_U_MASK
| WINED3D_SM4_AOFFIMMI_V_MASK
| WINED3D_SM4_AOFFIMMI_W_MASK;
DWORD modifier = *p++;
/* Bit fields are used for sign extension */
struct
{
int u : 4;
int v : 4;
int w : 4;
}
aoffimmi;
if (modifier & ~recognized_bits)
{
FIXME("Skipping modifier 0x%08x.\n", modifier);
}
else
{
aoffimmi.u = (modifier & WINED3D_SM4_AOFFIMMI_U_MASK) >> WINED3D_SM4_AOFFIMMI_U_SHIFT;
aoffimmi.v = (modifier & WINED3D_SM4_AOFFIMMI_V_MASK) >> WINED3D_SM4_AOFFIMMI_V_SHIFT;
aoffimmi.w = (modifier & WINED3D_SM4_AOFFIMMI_W_MASK) >> WINED3D_SM4_AOFFIMMI_W_SHIFT;
ins->texel_offset.u = aoffimmi.u;
ins->texel_offset.v = aoffimmi.v;
ins->texel_offset.w = aoffimmi.w;
}
}
previous_token = opcode_token;
while (previous_token & WINED3D_SM4_INSTRUCTION_MODIFIER)
shader_sm4_read_instruction_modifier(previous_token = *p++, ins);
if (opcode_info->read_opcode_func)
{
......
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