wined3d: Properly take both input and output masks into account in handle_ps3_input().

This commit is contained in:
Henri Verbeet 2010-07-27 12:54:50 +02:00 committed by Alexandre Julliard
parent ce39714228
commit 0d25da0c0d
1 changed files with 41 additions and 61 deletions

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@ -3733,12 +3733,12 @@ static void handle_ps3_input(struct wined3d_shader_buffer *buffer, const struct
const struct wined3d_shader_signature_element *output_signature, const struct shader_reg_maps *reg_maps_out) const struct wined3d_shader_signature_element *output_signature, const struct shader_reg_maps *reg_maps_out)
{ {
unsigned int i, j; unsigned int i, j;
const char *semantic_name_in, *semantic_name_out; const char *semantic_name_in;
UINT semantic_idx_in, semantic_idx_out; UINT semantic_idx_in;
DWORD *set; DWORD *set;
DWORD in_idx; DWORD in_idx;
unsigned int in_count = vec4_varyings(3, gl_info); unsigned int in_count = vec4_varyings(3, gl_info);
char reg_mask[6], reg_mask_out[6]; char reg_mask[6];
char destination[50]; char destination[50];
WORD input_map, output_map; WORD input_map, output_map;
@ -3775,11 +3775,13 @@ static void handle_ps3_input(struct wined3d_shader_buffer *buffer, const struct
semantic_name_in = input_signature[i].semantic_name; semantic_name_in = input_signature[i].semantic_name;
semantic_idx_in = input_signature[i].semantic_idx; semantic_idx_in = input_signature[i].semantic_idx;
set[map[i]] = input_signature[i].mask; set[in_idx] = ~0U;
shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
if (!output_signature) if (!output_signature)
{ {
shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
set[in_idx] = input_signature[i].mask;
if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_COLOR)) if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_COLOR))
{ {
if (semantic_idx_in == 0) if (semantic_idx_in == 0)
@ -3815,73 +3817,51 @@ static void handle_ps3_input(struct wined3d_shader_buffer *buffer, const struct
shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n", shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
destination, reg_mask, reg_mask); destination, reg_mask, reg_mask);
} }
} else { }
BOOL found = FALSE; else
{
output_map = reg_maps_out->output_registers; output_map = reg_maps_out->output_registers;
for (j = 0; output_map; output_map >>= 1, ++j) for (j = 0; output_map; output_map >>= 1, ++j)
{ {
if (!(output_map & 1)) continue; DWORD mask;
semantic_name_out = output_signature[j].semantic_name; if (!(output_map & 1)
semantic_idx_out = output_signature[j].semantic_idx; || semantic_idx_in != output_signature[j].semantic_idx
shader_glsl_write_mask_to_str(output_signature[j].mask, reg_mask_out); || strcmp(semantic_name_in, output_signature[j].semantic_name)
|| !(mask = input_signature[i].mask & output_signature[j].mask))
continue;
if (semantic_idx_in == semantic_idx_out set[in_idx] = mask;
&& !strcmp(semantic_name_in, semantic_name_out)) shader_glsl_write_mask_to_str(mask, reg_mask);
{
shader_addline(buffer, "%s%s = OUT[%u]%s;\n", shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
destination, reg_mask, j, reg_mask); destination, reg_mask, j, reg_mask);
found = TRUE;
}
}
if(!found) {
shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
destination, reg_mask, reg_mask);
} }
} }
} }
/* This is solely to make the compiler / linker happy and avoid warning about undefined for (i = 0; i < in_count + 2; ++i)
* varyings. It shouldn't result in any real code executed on the GPU, since all read {
* input varyings are assigned above, if the optimizer works properly. unsigned int size;
*/
for(i = 0; i < in_count + 2; i++) {
if (set[i] && set[i] != WINED3DSP_WRITEMASK_ALL)
{
unsigned int size = 0;
memset(reg_mask, 0, sizeof(reg_mask));
if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
reg_mask[size] = 'x';
size++;
}
if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
reg_mask[size] = 'y';
size++;
}
if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
reg_mask[size] = 'z';
size++;
}
if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
reg_mask[size] = 'w';
size++;
}
if (i == in_count) { if (!set[i] || set[i] == WINED3DSP_WRITEMASK_ALL)
sprintf(destination, "gl_FrontColor"); continue;
} else if (i == in_count + 1) {
sprintf(destination, "gl_FrontSecondaryColor");
} else {
sprintf(destination, "IN[%u]", i);
}
if (size == 1) { if (set[i] == ~0U) set[i] = 0;
shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
} else { size = 0;
shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size); if (!(set[i] & WINED3DSP_WRITEMASK_0)) reg_mask[size++] = 'x';
} if (!(set[i] & WINED3DSP_WRITEMASK_1)) reg_mask[size++] = 'y';
} if (!(set[i] & WINED3DSP_WRITEMASK_2)) reg_mask[size++] = 'z';
if (!(set[i] & WINED3DSP_WRITEMASK_3)) reg_mask[size++] = 'w';
reg_mask[size] = '\0';
if (i == in_count) sprintf(destination, "gl_FrontColor");
else if (i == in_count + 1) sprintf(destination, "gl_FrontSecondaryColor");
else sprintf(destination, "IN[%u]", i);
if (size == 1) shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
else shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
} }
HeapFree(GetProcessHeap(), 0, set); HeapFree(GetProcessHeap(), 0, set);