wined3d: Store the instruction handler index in struct wined3d_shader_instruction.
This allows us to avoid comparing against WINED3DSIO_*, which is specific to the bytecode.
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fb6547a3e1
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44648b2b91
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@ -1580,6 +1580,7 @@ static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
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break;
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}
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tmp_ins.handler_idx = tmp_ins.opcode->handler_idx;
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for (i = 0; i < nComponents; i++) {
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tmp_ins.dst = ((ins->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
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tmp_ins.src[1] = ins->src[1]+i;
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@ -840,6 +840,7 @@ void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer,
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ins.opcode = curOpcode;
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ins.handler_idx = curOpcode->handler_idx;
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ins.flags = opcode_token & WINED3D_OPCODESPECIFICCONTROL_MASK;
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ins.coissue = opcode_token & WINED3DSI_COISSUE;
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@ -1555,7 +1555,6 @@ static void PRINTF_ATTR(6, 7) shader_glsl_gen_sample_code(const struct wined3d_s
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/* Generate GLSL arithmetic functions (dst = src1 + src2) */
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static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
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{
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CONST SHADER_OPCODE* curOpcode = ins->opcode;
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SHADER_BUFFER *buffer = ins->buffer;
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glsl_src_param_t src0_param;
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glsl_src_param_t src1_param;
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@ -1563,13 +1562,14 @@ static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
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char op;
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/* Determine the GLSL operator to use based on the opcode */
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switch (curOpcode->opcode) {
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case WINED3DSIO_MUL: op = '*'; break;
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case WINED3DSIO_ADD: op = '+'; break;
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case WINED3DSIO_SUB: op = '-'; break;
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switch (ins->handler_idx)
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{
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case WINED3DSIH_MUL: op = '*'; break;
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case WINED3DSIH_ADD: op = '+'; break;
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case WINED3DSIH_SUB: op = '-'; break;
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default:
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op = ' ';
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FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
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FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
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break;
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}
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@ -1603,7 +1603,7 @@ static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
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shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
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}
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}
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else if(ins->opcode->opcode == WINED3DSIO_MOVA)
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else if(ins->handler_idx == WINED3DSIH_MOVA)
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{
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/* We need to *round* to the nearest int here. */
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unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
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@ -1620,7 +1620,6 @@ static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
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/* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
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static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
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{
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CONST SHADER_OPCODE *curOpcode = ins->opcode;
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SHADER_BUFFER *buffer = ins->buffer;
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glsl_src_param_t src0_param;
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glsl_src_param_t src1_param;
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@ -1631,7 +1630,8 @@ static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
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dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
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/* dp3 works on vec3, dp4 on vec4 */
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if (curOpcode->opcode == WINED3DSIO_DP4) {
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if (ins->handler_idx == WINED3DSIH_DP4)
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{
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src_write_mask = WINED3DSP_WRITEMASK_ALL;
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} else {
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src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
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@ -1721,18 +1721,19 @@ static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
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/* Determine the GLSL function to use based on the opcode */
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/* TODO: Possibly make this a table for faster lookups */
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switch (curOpcode->opcode) {
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case WINED3DSIO_MIN: instruction = "min"; break;
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case WINED3DSIO_MAX: instruction = "max"; break;
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case WINED3DSIO_ABS: instruction = "abs"; break;
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case WINED3DSIO_FRC: instruction = "fract"; break;
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case WINED3DSIO_NRM: instruction = "normalize"; break;
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case WINED3DSIO_EXP: instruction = "exp2"; break;
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case WINED3DSIO_SGN: instruction = "sign"; break;
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case WINED3DSIO_DSX: instruction = "dFdx"; break;
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case WINED3DSIO_DSY: instruction = "ycorrection.y * dFdy"; break;
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switch (ins->handler_idx)
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{
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case WINED3DSIH_MIN: instruction = "min"; break;
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case WINED3DSIH_MAX: instruction = "max"; break;
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case WINED3DSIH_ABS: instruction = "abs"; break;
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case WINED3DSIH_FRC: instruction = "fract"; break;
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case WINED3DSIH_NRM: instruction = "normalize"; break;
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case WINED3DSIH_EXP: instruction = "exp2"; break;
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case WINED3DSIH_SGN: instruction = "sign"; break;
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case WINED3DSIH_DSX: instruction = "dFdx"; break;
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case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
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default: instruction = "";
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FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
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FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
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break;
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}
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@ -1848,20 +1849,20 @@ static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
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if (mask_size > 1) {
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const char *compare;
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switch(ins->opcode->opcode)
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switch(ins->handler_idx)
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{
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case WINED3DSIO_SLT: compare = "lessThan"; break;
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case WINED3DSIO_SGE: compare = "greaterThanEqual"; break;
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case WINED3DSIH_SLT: compare = "lessThan"; break;
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case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
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default: compare = "";
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FIXME("Can't handle opcode %s\n", ins->opcode->name);
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FIXME("Can't handle opcode %#x\n", ins->handler_idx);
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}
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shader_addline(ins->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
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src0_param.param_str, src1_param.param_str);
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} else {
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switch(ins->opcode->opcode)
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switch(ins->handler_idx)
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{
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case WINED3DSIO_SLT:
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case WINED3DSIH_SLT:
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/* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
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* to return 0.0 but step returns 1.0 because step is not < x
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* An alternative is a bvec compare padded with an unused second component.
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@ -1871,12 +1872,12 @@ static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
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*/
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shader_addline(ins->buffer, "(%s < %s) ? 1.0 : 0.0);\n", src0_param.param_str, src1_param.param_str);
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break;
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case WINED3DSIO_SGE:
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case WINED3DSIH_SGE:
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/* Here we can use the step() function and safe a conditional */
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shader_addline(ins->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
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break;
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default:
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FIXME("Can't handle opcode %s\n", ins->opcode->name);
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FIXME("Can't handle opcode %#x\n", ins->handler_idx);
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}
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}
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@ -2048,25 +2049,25 @@ static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
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tmp_ins.src_addr[1] = ins->src_addr[1];
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tmp_ins.reg_maps = ins->reg_maps;
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switch(ins->opcode->opcode)
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switch(ins->handler_idx)
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{
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case WINED3DSIO_M4x4:
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case WINED3DSIH_M4x4:
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nComponents = 4;
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tmp_ins.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
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break;
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case WINED3DSIO_M4x3:
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case WINED3DSIH_M4x3:
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nComponents = 3;
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tmp_ins.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
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break;
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case WINED3DSIO_M3x4:
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case WINED3DSIH_M3x4:
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nComponents = 4;
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tmp_ins.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
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break;
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case WINED3DSIO_M3x3:
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case WINED3DSIH_M3x3:
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nComponents = 3;
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tmp_ins.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
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break;
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case WINED3DSIO_M3x2:
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case WINED3DSIH_M3x2:
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nComponents = 2;
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tmp_ins.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
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break;
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@ -2074,6 +2075,7 @@ static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
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break;
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}
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tmp_ins.handler_idx = tmp_ins.opcode->handler_idx;
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for (i = 0; i < nComponents; ++i)
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{
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tmp_ins.dst = ((ins->dst) & ~WINED3DSP_WRITEMASK_ALL) | (WINED3DSP_WRITEMASK_0 << i);
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@ -2278,13 +2280,13 @@ static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
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shader_addline(ins->buffer, "}\n");
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if (ins->opcode->opcode == WINED3DSIO_ENDLOOP)
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if (ins->handler_idx == WINED3DSIH_ENDLOOP)
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{
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shader->baseShader.cur_loop_depth--;
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shader->baseShader.cur_loop_regno--;
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}
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if (ins->opcode->opcode == WINED3DSIO_ENDREP)
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if (ins->handler_idx == WINED3DSIH_ENDREP)
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{
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shader->baseShader.cur_loop_depth--;
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}
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@ -2843,7 +2845,7 @@ static void pshader_glsl_texbem(const struct wined3d_shader_instruction *ins)
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"T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
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coord_param.param_str, coord_mask);
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if (ins->opcode->opcode == WINED3DSIO_TEXBEML)
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if (ins->handler_idx == WINED3DSIH_TEXBEML)
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{
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glsl_src_param_t luminance_param;
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glsl_dst_param_t dst_param;
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@ -455,6 +455,7 @@ struct wined3d_shader_instruction
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IWineD3DBaseShader *shader;
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const shader_reg_maps *reg_maps;
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CONST SHADER_OPCODE *opcode;
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enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
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DWORD flags;
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BOOL coissue;
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DWORD dst;
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