wined3d: Add a glsl_dst_param_t type, pass it to shader_glsl_add_dst_param() instead of three separate character arrays.
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6f3fae4e04
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04e6250c87
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@ -35,6 +35,11 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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#define GLINFO_LOCATION (*gl_info)
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typedef struct {
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char reg_name[50];
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char mask_str[6];
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} glsl_dst_param_t;
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typedef struct {
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const char *name;
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DWORD coord_mask;
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@ -764,28 +769,25 @@ static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param,
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* Also, return the actual register name and swizzle in case the
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* caller needs this information as well. */
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static DWORD shader_glsl_add_dst_param(SHADER_OPCODE_ARG* arg, const DWORD param,
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const DWORD addr_token, char *reg_name, char *write_mask, char *out_str) {
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const DWORD addr_token, glsl_dst_param_t *dst_param) {
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BOOL is_color = FALSE;
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DWORD mask;
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write_mask[0] = reg_name[0] = out_str[0] = 0;
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shader_glsl_get_register_name(param, addr_token, reg_name, &is_color, arg);
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dst_param->mask_str[0] = '\0';
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dst_param->reg_name[0] = '\0';
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mask = shader_glsl_get_write_mask(param, write_mask);
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sprintf(out_str, "%s%s", reg_name, write_mask);
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return mask;
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shader_glsl_get_register_name(param, addr_token, dst_param->reg_name, &is_color, arg);
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return shader_glsl_get_write_mask(param, dst_param->mask_str);
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}
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/* Append the destination part of the instruction to the buffer, return the effective write mask */
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static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *arg) {
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char reg_name[50], write_mask[6], reg_str[100];
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glsl_dst_param_t dst_param;
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DWORD mask;
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int shift;
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shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
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mask = shader_glsl_add_dst_param(arg, arg->dst, arg->dst_addr, reg_name, write_mask, reg_str);
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shader_addline(buffer, "%s = %s(", reg_str, shift_glsl_tab[shift]);
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mask = shader_glsl_add_dst_param(arg, arg->dst, arg->dst_addr, &dst_param);
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shader_addline(buffer, "%s%s = %s(", dst_param.reg_name, dst_param.mask_str, shift_glsl_tab[shift]);
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return mask;
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}
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@ -796,15 +798,14 @@ void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG* arg) {
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DWORD mask = arg->dst & WINED3DSP_DSTMOD_MASK;
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if (arg->opcode->dst_token && mask != 0) {
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char dst_reg[50];
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char dst_mask[6];
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char dst_str[100];
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glsl_dst_param_t dst_param;
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shader_glsl_add_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str);
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shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
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if (mask & WINED3DSPDM_SATURATE) {
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/* _SAT means to clamp the value of the register to between 0 and 1 */
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shader_addline(arg->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_reg, dst_mask, dst_reg, dst_mask);
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shader_addline(arg->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
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dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
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}
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if (mask & WINED3DSPDM_MSAMPCENTROID) {
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FIXME("_centroid modifier not handled\n");
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@ -1613,14 +1614,11 @@ void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg) {
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/** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
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* Calculate the depth as dst.x / dst.y */
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void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg) {
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glsl_dst_param_t dst_param;
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char dst_str[100];
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char dst_reg[50];
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char dst_mask[6];
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shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
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shader_glsl_add_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str);
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shader_addline(arg->buffer, "gl_FragDepth = %s.x / %s.y;\n", dst_reg, dst_reg);
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shader_addline(arg->buffer, "gl_FragDepth = %s.x / %s.y;\n", dst_param.reg_name, dst_param.reg_name);
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}
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/** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
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@ -1876,11 +1874,10 @@ void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg) {
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/** Process the WINED3DSIO_TEXKILL instruction in GLSL.
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* If any of the first 3 components are < 0, discard this pixel */
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void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg) {
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glsl_dst_param_t dst_param;
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char dst_str[100], dst_name[50], dst_mask[6];
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shader_glsl_add_dst_param(arg, arg->dst, 0, dst_name, dst_mask, dst_str);
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shader_addline(arg->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_name);
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shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
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shader_addline(arg->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
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}
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/** Process the WINED3DSIO_DP2ADD instruction in GLSL.
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