wined3d: Implement temporary registers per phase.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -7509,10 +7509,13 @@ static HRESULT shader_glsl_generate_shader_phase(const struct wined3d_shader *sh
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struct shader_glsl_ctx_priv *priv_ctx, const struct wined3d_shader_phase *phase,
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const char *phase_name, unsigned phase_idx)
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{
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unsigned int i;
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HRESULT hr;
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shader_addline(buffer, "void hs_%s_phase%u(%s)\n{\n",
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phase_name, phase_idx, phase->instance_count ? "int phase_instance_id" : "");
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for (i = 0; i < phase->temporary_count; ++i)
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shader_addline(buffer, "vec4 R%u;\n", i);
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hr = shader_generate_code(shader, buffer, reg_maps, priv_ctx, phase->start, phase->end);
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shader_addline(buffer, "}\n");
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return hr;
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@ -1105,13 +1105,20 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
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}
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else if (ins.handler_idx == WINED3DSIH_DCL_INDEXABLE_TEMP)
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{
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struct wined3d_shader_indexable_temp *reg;
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if (phase)
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{
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FIXME("Indexable temporary registers not supported.\n");
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}
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else
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{
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struct wined3d_shader_indexable_temp *reg;
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if (!(reg = HeapAlloc(GetProcessHeap(), 0, sizeof(*reg))))
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return E_OUTOFMEMORY;
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if (!(reg = HeapAlloc(GetProcessHeap(), 0, sizeof(*reg))))
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return E_OUTOFMEMORY;
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*reg = ins.declaration.indexable_temp;
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list_add_tail(®_maps->indexable_temps, ®->entry);
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*reg = ins.declaration.indexable_temp;
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list_add_tail(®_maps->indexable_temps, ®->entry);
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}
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}
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else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE)
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{
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@ -1168,7 +1175,10 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
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}
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else if (ins.handler_idx == WINED3DSIH_DCL_TEMPS)
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{
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reg_maps->temporary_count = ins.declaration.count;
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if (phase)
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phase->temporary_count = ins.declaration.count;
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else
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reg_maps->temporary_count = ins.declaration.count;
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}
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else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_DOMAIN)
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{
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@ -3738,6 +3738,7 @@ struct wined3d_shader_phase
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const DWORD *start;
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const DWORD *end;
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unsigned int instance_count;
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unsigned int temporary_count;
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};
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struct wined3d_vertex_shader
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