wined3d: Use shader_sm1_read_opcode() in shader_get_registers_used().
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521fcf11db
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19b84ffda1
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@ -384,8 +384,8 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_m
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pshader = shader_is_pshader_version(shader_version);
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while (WINED3DVS_END() != *pToken) {
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CONST SHADER_OPCODE* curOpcode;
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DWORD opcode_token;
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struct wined3d_shader_instruction ins;
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UINT param_size;
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/* Skip comments */
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if (shader_is_comment(*pToken))
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@ -397,17 +397,19 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_m
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}
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/* Fetch opcode */
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opcode_token = *pToken++;
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curOpcode = shader_get_opcode(shader_ins, shader_version, opcode_token);
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shader_sm1_read_opcode(&pToken, &ins, ¶m_size, shader_ins, shader_version);
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/* Unhandled opcode, and its parameters */
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if (NULL == curOpcode) {
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while (*pToken & 0x80000000)
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++pToken;
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if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
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{
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TRACE("Skipping unrecognized instruction.\n");
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pToken += param_size;
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continue;
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}
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/* Handle declarations */
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} else if (WINED3DSIO_DCL == curOpcode->opcode) {
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if (ins.handler_idx == WINED3DSIH_DCL)
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{
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DWORD usage = *pToken++;
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DWORD param = *pToken++;
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DWORD regtype = shader_get_regtype(param);
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@ -441,9 +443,9 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_m
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/* Save sampler usage token */
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} else if (WINED3DSPR_SAMPLER == regtype)
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reg_maps->samplers[regnum] = usage;
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} else if (WINED3DSIO_DEF == curOpcode->opcode) {
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}
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else if (ins.handler_idx == WINED3DSIH_DEF)
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{
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local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
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if (!lconst) return E_OUTOFMEMORY;
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lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
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@ -464,65 +466,70 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_m
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}
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list_add_head(&This->baseShader.constantsF, &lconst->entry);
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pToken += curOpcode->num_params;
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} else if (WINED3DSIO_DEFI == curOpcode->opcode) {
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pToken += param_size;
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}
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else if (ins.handler_idx == WINED3DSIH_DEFI)
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{
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local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
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if (!lconst) return E_OUTOFMEMORY;
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lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
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memcpy(lconst->value, pToken + 1, 4 * sizeof(DWORD));
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list_add_head(&This->baseShader.constantsI, &lconst->entry);
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pToken += curOpcode->num_params;
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} else if (WINED3DSIO_DEFB == curOpcode->opcode) {
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pToken += param_size;
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}
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else if (ins.handler_idx == WINED3DSIH_DEFB)
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{
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local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
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if (!lconst) return E_OUTOFMEMORY;
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lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
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memcpy(lconst->value, pToken + 1, 1 * sizeof(DWORD));
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list_add_head(&This->baseShader.constantsB, &lconst->entry);
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pToken += curOpcode->num_params;
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pToken += param_size;
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}
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/* If there's a loop in the shader */
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} else if (WINED3DSIO_LOOP == curOpcode->opcode ||
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WINED3DSIO_REP == curOpcode->opcode) {
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else if (ins.handler_idx == WINED3DSIH_LOOP
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|| ins.handler_idx == WINED3DSIH_REP)
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{
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cur_loop_depth++;
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if(cur_loop_depth > max_loop_depth)
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max_loop_depth = cur_loop_depth;
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pToken += curOpcode->num_params;
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pToken += param_size;
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/* Rep and Loop always use an integer constant for the control parameters */
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This->baseShader.uses_int_consts = TRUE;
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} else if (WINED3DSIO_ENDLOOP == curOpcode->opcode ||
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WINED3DSIO_ENDREP == curOpcode->opcode) {
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}
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else if (ins.handler_idx == WINED3DSIH_ENDLOOP
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|| ins.handler_idx == WINED3DSIH_ENDREP)
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{
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cur_loop_depth--;
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}
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/* For subroutine prototypes */
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} else if (WINED3DSIO_LABEL == curOpcode->opcode) {
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else if (ins.handler_idx == WINED3DSIH_LABEL)
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{
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DWORD snum = *pToken & WINED3DSP_REGNUM_MASK;
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reg_maps->labels[snum] = 1;
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pToken += curOpcode->num_params;
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pToken += param_size;
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}
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/* Set texture, address, temporary registers */
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} else {
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else
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{
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int i, limit;
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/* Declare 1.X samplers implicitly, based on the destination reg. number */
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if (WINED3DSHADER_VERSION_MAJOR(shader_version) == 1
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&& pshader /* Filter different instructions with the same enum values in VS */
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&& (WINED3DSIO_TEX == curOpcode->opcode
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|| WINED3DSIO_TEXBEM == curOpcode->opcode
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|| WINED3DSIO_TEXBEML == curOpcode->opcode
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|| WINED3DSIO_TEXDP3TEX == curOpcode->opcode
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|| WINED3DSIO_TEXM3x2TEX == curOpcode->opcode
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|| WINED3DSIO_TEXM3x3SPEC == curOpcode->opcode
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|| WINED3DSIO_TEXM3x3TEX == curOpcode->opcode
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|| WINED3DSIO_TEXM3x3VSPEC == curOpcode->opcode
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|| WINED3DSIO_TEXREG2AR == curOpcode->opcode
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|| WINED3DSIO_TEXREG2GB == curOpcode->opcode
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|| WINED3DSIO_TEXREG2RGB == curOpcode->opcode))
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&& (ins.handler_idx == WINED3DSIH_TEX
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|| ins.handler_idx == WINED3DSIH_TEXBEM
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|| ins.handler_idx == WINED3DSIH_TEXBEML
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|| ins.handler_idx == WINED3DSIH_TEXDP3TEX
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|| ins.handler_idx == WINED3DSIH_TEXM3x2TEX
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|| ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
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|| ins.handler_idx == WINED3DSIH_TEXM3x3TEX
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|| ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
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|| ins.handler_idx == WINED3DSIH_TEXREG2AR
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|| ins.handler_idx == WINED3DSIH_TEXREG2GB
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|| ins.handler_idx == WINED3DSIH_TEXREG2RGB))
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{
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/* Fake sampler usage, only set reserved bit and ttype */
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DWORD sampler_code = *pToken & WINED3DSP_REGNUM_MASK;
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@ -531,20 +538,27 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_m
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reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
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/* texbem is only valid with < 1.4 pixel shaders */
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if(WINED3DSIO_TEXBEM == curOpcode->opcode ||
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WINED3DSIO_TEXBEML == curOpcode->opcode) {
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if (ins.handler_idx == WINED3DSIH_TEXBEM
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|| ins.handler_idx == WINED3DSIH_TEXBEML)
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{
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reg_maps->bumpmat[sampler_code] = TRUE;
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if(WINED3DSIO_TEXBEML == curOpcode->opcode) {
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if (ins.handler_idx == WINED3DSIH_TEXBEML)
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{
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reg_maps->luminanceparams[sampler_code] = TRUE;
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}
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}
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}
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if(WINED3DSIO_NRM == curOpcode->opcode) {
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if (ins.handler_idx == WINED3DSIH_NRM)
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{
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reg_maps->usesnrm = 1;
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} else if(WINED3DSIO_BEM == curOpcode->opcode && pshader) {
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}
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else if (pshader && ins.handler_idx == WINED3DSIH_BEM)
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{
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DWORD regnum = *pToken & WINED3DSP_REGNUM_MASK;
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reg_maps->bumpmat[regnum] = TRUE;
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} else if(WINED3DSIO_DSY == curOpcode->opcode) {
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}
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else if (ins.handler_idx == WINED3DSIH_DSY)
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{
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reg_maps->usesdsy = 1;
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}
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@ -555,8 +569,7 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_m
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* okay, since we'll catch any address registers when
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* they are initialized (required by spec) */
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limit = (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)?
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curOpcode->num_params + 1: curOpcode->num_params;
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limit = ins.dst_count + ins.src_count + (ins.predicate ? 1 : 0);
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for (i = 0; i < limit; ++i) {
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