wined3d: Remove the opcode field from struct wined3d_shader_instruction.
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29c9dc989d
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04b2e0b19b
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@ -1541,9 +1541,6 @@ static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
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int i;
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int nComponents = 0;
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struct wined3d_shader_instruction tmp_ins;
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IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->shader;
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const SHADER_OPCODE *opcode_table = shader->baseShader.shader_ins;
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DWORD shader_version = ins->reg_maps->shader_version;
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memset(&tmp_ins, 0, sizeof(tmp_ins));
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@ -1554,36 +1551,36 @@ static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
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tmp_ins.src_addr[0] = ins->src_addr[0];
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tmp_ins.src_addr[1] = ins->src_addr[1];
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tmp_ins.reg_maps = ins->reg_maps;
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tmp_ins.dst_count = 1;
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tmp_ins.src_count = 2;
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switch(ins->handler_idx)
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{
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case WINED3DSIH_M4x4:
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nComponents = 4;
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tmp_ins.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
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tmp_ins.handler_idx = WINED3DSIH_DP4;
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break;
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case WINED3DSIH_M4x3:
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nComponents = 3;
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tmp_ins.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
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tmp_ins.handler_idx = WINED3DSIH_DP4;
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break;
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case WINED3DSIH_M3x4:
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nComponents = 4;
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tmp_ins.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
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tmp_ins.handler_idx = WINED3DSIH_DP3;
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break;
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case WINED3DSIH_M3x3:
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nComponents = 3;
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tmp_ins.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
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tmp_ins.handler_idx = WINED3DSIH_DP3;
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break;
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case WINED3DSIH_M3x2:
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nComponents = 2;
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tmp_ins.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
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tmp_ins.handler_idx = WINED3DSIH_DP3;
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break;
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default:
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FIXME("Unhandled opcode %#x\n", ins->handler_idx);
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break;
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}
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tmp_ins.handler_idx = tmp_ins.opcode->handler_idx;
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tmp_ins.dst_count = tmp_ins.opcode->dst_token ? 1 : 0;
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tmp_ins.src_count = tmp_ins.opcode->num_params - tmp_ins.dst_count;
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for (i = 0; i < nComponents; i++) {
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tmp_ins.dst = ((ins->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
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tmp_ins.src[1] = ins->src[1]+i;
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@ -838,8 +838,6 @@ void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer,
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continue;
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}
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ins.opcode = curOpcode;
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ins.handler_idx = curOpcode->handler_idx;
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ins.flags = opcode_token & WINED3D_OPCODESPECIFICCONTROL_MASK;
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ins.coissue = opcode_token & WINED3DSI_COISSUE;
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@ -2032,9 +2032,6 @@ static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
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Vertex shaders to GLSL codes */
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static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
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{
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IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->shader;
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const SHADER_OPCODE *opcode_table = shader->baseShader.shader_ins;
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DWORD shader_version = ins->reg_maps->shader_version;
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int i;
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int nComponents = 0;
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struct wined3d_shader_instruction tmp_ins;
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@ -2048,36 +2045,35 @@ static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
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tmp_ins.src_addr[0] = ins->src_addr[0];
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tmp_ins.src_addr[1] = ins->src_addr[1];
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tmp_ins.reg_maps = ins->reg_maps;
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tmp_ins.dst_count = 1;
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tmp_ins.src_count = 2;
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switch(ins->handler_idx)
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{
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case WINED3DSIH_M4x4:
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nComponents = 4;
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tmp_ins.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
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tmp_ins.handler_idx = WINED3DSIH_DP4;
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break;
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case WINED3DSIH_M4x3:
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nComponents = 3;
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tmp_ins.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
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tmp_ins.handler_idx = WINED3DSIH_DP4;
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break;
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case WINED3DSIH_M3x4:
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nComponents = 4;
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tmp_ins.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
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tmp_ins.handler_idx = WINED3DSIH_DP3;
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break;
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case WINED3DSIH_M3x3:
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nComponents = 3;
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tmp_ins.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
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tmp_ins.handler_idx = WINED3DSIH_DP3;
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break;
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case WINED3DSIH_M3x2:
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nComponents = 2;
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tmp_ins.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
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tmp_ins.handler_idx = WINED3DSIH_DP3;
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break;
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default:
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break;
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}
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tmp_ins.handler_idx = tmp_ins.opcode->handler_idx;
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tmp_ins.dst_count = tmp_ins.opcode->dst_token ? 1 : 0;
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tmp_ins.src_count = tmp_ins.opcode->num_params - tmp_ins.dst_count;
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for (i = 0; i < nComponents; ++i)
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{
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tmp_ins.dst = ((ins->dst) & ~WINED3DSP_WRITEMASK_ALL) | (WINED3DSP_WRITEMASK_0 << i);
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@ -454,7 +454,6 @@ struct wined3d_shader_instruction
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{
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IWineD3DBaseShader *shader;
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const shader_reg_maps *reg_maps;
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CONST SHADER_OPCODE *opcode;
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enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
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DWORD flags;
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BOOL coissue;
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