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.
This commit is contained in:
Henri Verbeet 2009-04-02 10:41:00 +02:00 committed by Alexandre Julliard
parent fb6547a3e1
commit 44648b2b91
4 changed files with 42 additions and 37 deletions

View File

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

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@ -455,6 +455,7 @@ struct wined3d_shader_instruction
IWineD3DBaseShader *shader;
const shader_reg_maps *reg_maps;
CONST SHADER_OPCODE *opcode;
enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
DWORD flags;
BOOL coissue;
DWORD dst;