wined3d: Fix shader_glsl_get_register_name() indentation.

This commit is contained in:
Henri Verbeet 2009-05-07 16:36:07 +02:00 committed by Alexandre Julliard
parent 5e473cb17f
commit 448dc84b6e
1 changed files with 142 additions and 137 deletions

View File

@ -1058,168 +1058,173 @@ static void shader_glsl_get_register_name(WINED3DSHADER_PARAM_REGISTER_TYPE regi
switch (register_type)
{
case WINED3DSPR_TEMP:
sprintf(register_name, "R%u", register_idx);
break;
case WINED3DSPR_INPUT:
if (pshader) {
/* Pixel shaders >= 3.0 */
case WINED3DSPR_TEMP:
sprintf(register_name, "R%u", register_idx);
break;
case WINED3DSPR_INPUT:
/* vertex shaders */
if (!pshader)
{
if (((IWineD3DVertexShaderImpl *)This)->cur_args->swizzle_map & (1 << register_idx)) *is_color = TRUE;
sprintf(register_name, "attrib%u", register_idx);
break;
}
/* pixel shaders >= 3.0 */
if (This->baseShader.reg_maps.shader_version.major >= 3)
{
DWORD idx = ((IWineD3DPixelShaderImpl *)This)->input_reg_map[register_idx];
DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
if (rel_addr)
{
glsl_src_param_t rel_param;
shader_glsl_add_src_param(ins, rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
/* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
* operation there
*/
if (((IWineD3DPixelShaderImpl *)This)->input_reg_map[register_idx])
* operation there */
if (idx)
{
if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
sprintf(register_name, "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[register_idx], in_count - 1,
rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[register_idx], in_count,
rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[register_idx]);
} else {
sprintf(register_name, "IN[%s + %u]", rel_param.param_str,
((IWineD3DPixelShaderImpl *)This)->input_reg_map[register_idx]);
if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
{
sprintf(register_name,
"((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
rel_param.param_str, idx);
}
} else {
if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
else
{
sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
}
}
else
{
if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
{
sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
rel_param.param_str, in_count - 1,
rel_param.param_str, in_count,
rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
rel_param.param_str);
} else {
}
else
{
sprintf(register_name, "IN[%s]", rel_param.param_str);
}
}
} else {
DWORD idx = ((IWineD3DPixelShaderImpl *) This)->input_reg_map[register_idx];
if (idx == in_count) {
sprintf(register_name, "gl_Color");
} else if (idx == in_count + 1) {
sprintf(register_name, "gl_SecondaryColor");
} else {
sprintf(register_name, "IN[%u]", idx);
}
}
} else {
if (register_idx == 0)
strcpy(register_name, "gl_Color");
else
strcpy(register_name, "gl_SecondaryColor");
{
if (idx == in_count) sprintf(register_name, "gl_Color");
else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
else sprintf(register_name, "IN[%u]", idx);
}
}
} else {
if (((IWineD3DVertexShaderImpl *)This)->cur_args->swizzle_map & (1 << register_idx)) *is_color = TRUE;
sprintf(register_name, "attrib%u", register_idx);
}
break;
case WINED3DSPR_CONST:
{
const char prefix = pshader? 'P':'V';
/* Relative addressing */
if (rel_addr)
{
glsl_src_param_t rel_param;
shader_glsl_add_src_param(ins, rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
if (register_idx)
sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, register_idx);
else
sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
} else {
if (shader_constant_is_local(This, register_idx))
else
{
sprintf(register_name, "%cLC%u", prefix, register_idx);
} else {
sprintf(register_name, "%cC[%u]", prefix, register_idx);
if (register_idx == 0) strcpy(register_name, "gl_Color");
else strcpy(register_name, "gl_SecondaryColor");
break;
}
}
break;
break;
}
case WINED3DSPR_CONSTINT:
if (pshader)
sprintf(register_name, "PI[%u]", register_idx);
else
sprintf(register_name, "VI[%u]", register_idx);
break;
case WINED3DSPR_CONSTBOOL:
if (pshader)
sprintf(register_name, "PB[%u]", register_idx);
else
sprintf(register_name, "VB[%u]", register_idx);
break;
case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
if (pshader) {
sprintf(register_name, "T%u", register_idx);
} else {
sprintf(register_name, "A%u", register_idx);
}
break;
case WINED3DSPR_LOOP:
sprintf(register_name, "aL%u", This->baseShader.cur_loop_regno - 1);
break;
case WINED3DSPR_SAMPLER:
if (pshader)
sprintf(register_name, "Psampler%u", register_idx);
else
sprintf(register_name, "Vsampler%u", register_idx);
break;
case WINED3DSPR_COLOROUT:
if (register_idx >= GL_LIMITS(buffers))
WARN("Write to render target %u, only %d supported\n", register_idx, 4);
case WINED3DSPR_CONST:
{
const char prefix = pshader ? 'P' : 'V';
if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
sprintf(register_name, "gl_FragData[%u]", register_idx);
} else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
sprintf(register_name, "gl_FragColor");
}
break;
case WINED3DSPR_RASTOUT:
sprintf(register_name, "%s", hwrastout_reg_names[register_idx]);
break;
case WINED3DSPR_DEPTHOUT:
sprintf(register_name, "gl_FragDepth");
break;
case WINED3DSPR_ATTROUT:
if (register_idx == 0)
{
sprintf(register_name, "gl_FrontColor");
} else {
sprintf(register_name, "gl_FrontSecondaryColor");
}
break;
case WINED3DSPR_TEXCRDOUT:
/* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
if (This->baseShader.reg_maps.shader_version.major >= 3) sprintf(register_name, "OUT[%u]", register_idx);
else sprintf(register_name, "gl_TexCoord[%u]", register_idx);
break;
case WINED3DSPR_MISCTYPE:
if (register_idx == 0)
{
/* vPos */
sprintf(register_name, "vpos");
}
else if (register_idx == 1)
{
/* Note that gl_FrontFacing is a bool, while vFace is
* a float for which the sign determines front/back
*/
sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
} else {
FIXME("Unhandled misctype register %d\n", register_idx);
/* Relative addressing */
if (rel_addr)
{
glsl_src_param_t rel_param;
shader_glsl_add_src_param(ins, rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
if (register_idx) sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, register_idx);
else sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
}
else
{
if (shader_constant_is_local(This, register_idx))
sprintf(register_name, "%cLC%u", prefix, register_idx);
else
sprintf(register_name, "%cC[%u]", prefix, register_idx);
}
}
break;
case WINED3DSPR_CONSTINT:
if (pshader) sprintf(register_name, "PI[%u]", register_idx);
else sprintf(register_name, "VI[%u]", register_idx);
break;
case WINED3DSPR_CONSTBOOL:
if (pshader) sprintf(register_name, "PB[%u]", register_idx);
else sprintf(register_name, "VB[%u]", register_idx);
break;
case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
if (pshader) sprintf(register_name, "T%u", register_idx);
else sprintf(register_name, "A%u", register_idx);
break;
case WINED3DSPR_LOOP:
sprintf(register_name, "aL%u", This->baseShader.cur_loop_regno - 1);
break;
case WINED3DSPR_SAMPLER:
if (pshader) sprintf(register_name, "Psampler%u", register_idx);
else sprintf(register_name, "Vsampler%u", register_idx);
break;
case WINED3DSPR_COLOROUT:
if (register_idx >= GL_LIMITS(buffers))
WARN("Write to render target %u, only %d supported\n", register_idx, 4);
if (GL_SUPPORT(ARB_DRAW_BUFFERS)) sprintf(register_name, "gl_FragData[%u]", register_idx);
/* On older cards with GLSL support like the GeforceFX there's only one buffer. */
else sprintf(register_name, "gl_FragColor");
break;
case WINED3DSPR_RASTOUT:
sprintf(register_name, "%s", hwrastout_reg_names[register_idx]);
break;
case WINED3DSPR_DEPTHOUT:
sprintf(register_name, "gl_FragDepth");
break;
case WINED3DSPR_ATTROUT:
if (register_idx == 0) sprintf(register_name, "gl_FrontColor");
else sprintf(register_name, "gl_FrontSecondaryColor");
break;
case WINED3DSPR_TEXCRDOUT:
/* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
if (This->baseShader.reg_maps.shader_version.major >= 3) sprintf(register_name, "OUT[%u]", register_idx);
else sprintf(register_name, "gl_TexCoord[%u]", register_idx);
break;
case WINED3DSPR_MISCTYPE:
if (register_idx == 0)
{
/* vPos */
sprintf(register_name, "vpos");
}
else if (register_idx == 1)
{
/* Note that gl_FrontFacing is a bool, while vFace is
* a float for which the sign determines front/back */
sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
}
else
{
FIXME("Unhandled misctype register %d\n", register_idx);
sprintf(register_name, "unrecognized_register");
}
break;
default:
FIXME("Unhandled register name Type(%d)\n", register_type);
sprintf(register_name, "unrecognized_register");
}
break;
default:
FIXME("Unhandled register name Type(%d)\n", register_type);
sprintf(register_name, "unrecognized_register");
break;
break;
}
}