Commit e832b57a authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Move loop state to wined3d_shader_context.

parent 8a4a76f9
...@@ -1419,7 +1419,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register * ...@@ -1419,7 +1419,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
break; break;
case WINED3DSPR_LOOP: case WINED3DSPR_LOOP:
sprintf(register_name, "aL%u", This->baseShader.cur_loop_regno - 1); sprintf(register_name, "aL%u", ins->ctx->loop_state->current_reg - 1);
break; break;
case WINED3DSPR_SAMPLER: case WINED3DSPR_SAMPLER:
...@@ -2822,6 +2822,7 @@ static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins) ...@@ -2822,6 +2822,7 @@ static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
/* FIXME: I don't think nested loops will work correctly this way. */ /* FIXME: I don't think nested loops will work correctly this way. */
static void shader_glsl_loop(const struct wined3d_shader_instruction *ins) static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
{ {
struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
glsl_src_param_t src1_param; glsl_src_param_t src1_param;
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader; IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
const DWORD *control_values = NULL; const DWORD *control_values = NULL;
...@@ -2855,57 +2856,58 @@ static void shader_glsl_loop(const struct wined3d_shader_instruction *ins) ...@@ -2855,57 +2856,58 @@ static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
if (loop_control.step > 0) if (loop_control.step > 0)
{ {
shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n", 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, loop_state->current_depth, loop_control.start,
shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start, loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
shader->baseShader.cur_loop_depth, loop_control.step); loop_state->current_depth, loop_control.step);
} }
else if (loop_control.step < 0) 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_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, loop_state->current_depth, loop_control.start,
shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start, loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
shader->baseShader.cur_loop_depth, loop_control.step); loop_state->current_depth, loop_control.step);
} }
else else
{ {
shader_addline(ins->ctx->buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n", 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, loop_state->current_depth, loop_control.start, loop_state->current_depth,
shader->baseShader.cur_loop_depth, loop_control.count, loop_state->current_depth, loop_control.count,
shader->baseShader.cur_loop_depth); loop_state->current_depth);
} }
} else { } else {
shader_addline(ins->ctx->buffer, shader_addline(ins->ctx->buffer,
"for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n", "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, loop_state->current_depth, loop_state->current_reg,
src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name, src1_param.reg_name, loop_state->current_depth, src1_param.reg_name,
shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name); loop_state->current_depth, loop_state->current_reg, src1_param.reg_name);
} }
shader->baseShader.cur_loop_depth++; ++loop_state->current_depth;
shader->baseShader.cur_loop_regno++; ++loop_state->current_reg;
} }
static void shader_glsl_end(const struct wined3d_shader_instruction *ins) static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
{ {
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader; struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
shader_addline(ins->ctx->buffer, "}\n"); shader_addline(ins->ctx->buffer, "}\n");
if (ins->handler_idx == WINED3DSIH_ENDLOOP) if (ins->handler_idx == WINED3DSIH_ENDLOOP)
{ {
shader->baseShader.cur_loop_depth--; --loop_state->current_depth;
shader->baseShader.cur_loop_regno--; --loop_state->current_reg;
} }
if (ins->handler_idx == WINED3DSIH_ENDREP) if (ins->handler_idx == WINED3DSIH_ENDREP)
{ {
shader->baseShader.cur_loop_depth--; --loop_state->current_depth;
} }
} }
static void shader_glsl_rep(const struct wined3d_shader_instruction *ins) static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
{ {
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader; IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
glsl_src_param_t src0_param; glsl_src_param_t src0_param;
const DWORD *control_values = NULL; const DWORD *control_values = NULL;
const local_constant *constant; const local_constant *constant;
...@@ -2923,17 +2925,21 @@ static void shader_glsl_rep(const struct wined3d_shader_instruction *ins) ...@@ -2923,17 +2925,21 @@ static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
} }
} }
if(control_values) { if (control_values)
{
shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n", shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth, loop_state->current_depth, loop_state->current_depth,
control_values[0], shader->baseShader.cur_loop_depth); control_values[0], loop_state->current_depth);
} else { }
else
{
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n", shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth, loop_state->current_depth, loop_state->current_depth,
src0_param.param_str, shader->baseShader.cur_loop_depth); src0_param.param_str, loop_state->current_depth);
} }
shader->baseShader.cur_loop_depth++;
++loop_state->current_depth;
} }
static void shader_glsl_if(const struct wined3d_shader_instruction *ins) static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
......
...@@ -1190,6 +1190,7 @@ void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffe ...@@ -1190,6 +1190,7 @@ void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffe
struct wined3d_shader_dst_param dst_param[2]; struct wined3d_shader_dst_param dst_param[2];
struct wined3d_shader_src_param src_param[4]; struct wined3d_shader_src_param src_param[4];
struct wined3d_shader_version shader_version; struct wined3d_shader_version shader_version;
struct wined3d_shader_loop_state loop_state;
struct wined3d_shader_instruction ins; struct wined3d_shader_instruction ins;
struct wined3d_shader_tex_mx tex_mx; struct wined3d_shader_tex_mx tex_mx;
struct wined3d_shader_context ctx; struct wined3d_shader_context ctx;
...@@ -1198,12 +1199,15 @@ void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffe ...@@ -1198,12 +1199,15 @@ void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffe
/* Initialize current parsing state. */ /* Initialize current parsing state. */
tex_mx.current_row = 0; tex_mx.current_row = 0;
loop_state.current_depth = 0;
loop_state.current_reg = 0;
ctx.shader = iface; ctx.shader = iface;
ctx.gl_info = &device->adapter->gl_info; ctx.gl_info = &device->adapter->gl_info;
ctx.reg_maps = reg_maps; ctx.reg_maps = reg_maps;
ctx.buffer = buffer; ctx.buffer = buffer;
ctx.tex_mx = &tex_mx; ctx.tex_mx = &tex_mx;
ctx.loop_state = &loop_state;
ctx.backend_data = backend_ctx; ctx.backend_data = backend_ctx;
ins.ctx = &ctx; ins.ctx = &ctx;
......
...@@ -573,6 +573,12 @@ struct wined3d_shader_tex_mx ...@@ -573,6 +573,12 @@ struct wined3d_shader_tex_mx
DWORD texcoord_w[2]; DWORD texcoord_w[2];
}; };
struct wined3d_shader_loop_state
{
UINT current_depth;
UINT current_reg;
};
struct wined3d_shader_context struct wined3d_shader_context
{ {
IWineD3DBaseShader *shader; IWineD3DBaseShader *shader;
...@@ -580,6 +586,7 @@ struct wined3d_shader_context ...@@ -580,6 +586,7 @@ struct wined3d_shader_context
const struct shader_reg_maps *reg_maps; const struct shader_reg_maps *reg_maps;
struct wined3d_shader_buffer *buffer; struct wined3d_shader_buffer *buffer;
struct wined3d_shader_tex_mx *tex_mx; struct wined3d_shader_tex_mx *tex_mx;
struct wined3d_shader_loop_state *loop_state;
void *backend_data; void *backend_data;
}; };
...@@ -2747,7 +2754,6 @@ typedef struct IWineD3DBaseShaderClass ...@@ -2747,7 +2754,6 @@ typedef struct IWineD3DBaseShaderClass
SHADER_LIMITS limits; SHADER_LIMITS limits;
DWORD *function; DWORD *function;
UINT functionLength; UINT functionLength;
UINT cur_loop_depth, cur_loop_regno;
BOOL load_local_constsF; BOOL load_local_constsF;
const struct wined3d_shader_frontend *frontend; const struct wined3d_shader_frontend *frontend;
void *frontend_data; void *frontend_data;
......
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