wined3d: Use shader_sm1_read_opcode() in shader_get_registers_used().

This commit is contained in:
Henri Verbeet 2009-04-24 09:17:58 +02:00 committed by Alexandre Julliard
parent 521fcf11db
commit 19b84ffda1
1 changed files with 64 additions and 51 deletions

View File

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