wined3d: Implement shader_sm4_is_end().
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2a5a6a3439
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454dd2ed07
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@ -334,11 +334,11 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3
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shader_delete_constant_list(&This->baseShader.constantsB);
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shader_delete_constant_list(&This->baseShader.constantsI);
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fe->shader_read_header(&pToken, &shader_version);
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fe->shader_read_header(fe_data, &pToken, &shader_version);
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reg_maps->shader_version = shader_version;
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pshader = shader_is_pshader_version(shader_version);
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while (!fe->shader_is_end(&pToken))
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while (!fe->shader_is_end(fe_data, &pToken))
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{
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struct wined3d_shader_instruction ins;
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const char *comment;
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@ -876,9 +876,9 @@ void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
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ins.src = src_param;
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This->baseShader.parse_state.current_row = 0;
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fe->shader_read_header(&pToken, &shader_version);
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fe->shader_read_header(fe_data, &pToken, &shader_version);
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while (!fe->shader_is_end(&pToken))
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while (!fe->shader_is_end(fe_data, &pToken))
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{
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const char *comment;
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UINT param_size;
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@ -977,12 +977,12 @@ void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data,
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TRACE("Parsing %p\n", pFunction);
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fe->shader_read_header(&pToken, &shader_version);
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fe->shader_read_header(fe_data, &pToken, &shader_version);
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TRACE("%s_%u_%u\n", shader_is_pshader_version(shader_version) ? "ps": "vs",
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WINED3DSHADER_VERSION_MAJOR(shader_version), WINED3DSHADER_VERSION_MINOR(shader_version));
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while (!fe->shader_is_end(&pToken))
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while (!fe->shader_is_end(fe_data, &pToken))
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{
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struct wined3d_shader_instruction ins;
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const char *comment;
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@ -434,7 +434,7 @@ static void shader_sm1_free(void *data)
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HeapFree(GetProcessHeap(), 0, data);
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}
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static void shader_sm1_read_header(const DWORD **ptr, DWORD *shader_version)
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static void shader_sm1_read_header(void *data, const DWORD **ptr, DWORD *shader_version)
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{
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TRACE("version: 0x%08x\n", **ptr);
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*shader_version = *(*ptr)++;
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@ -525,7 +525,7 @@ static void shader_sm1_read_comment(const DWORD **ptr, const char **comment)
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*ptr += (token & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
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}
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static BOOL shader_sm1_is_end(const DWORD **ptr)
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static BOOL shader_sm1_is_end(void *data, const DWORD **ptr)
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{
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if (**ptr == WINED3DSP_END)
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{
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@ -30,7 +30,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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struct wined3d_sm4_data
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{
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/* We don't store a lot in here yet. */
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const DWORD *end;
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};
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static void *shader_sm4_init(const DWORD *byte_code)
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@ -50,12 +50,15 @@ static void shader_sm4_free(void *data)
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HeapFree(GetProcessHeap(), 0, data);
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}
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static void shader_sm4_read_header(const DWORD **ptr, DWORD *shader_version)
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static void shader_sm4_read_header(void *data, const DWORD **ptr, DWORD *shader_version)
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{
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struct wined3d_sm4_data *priv = data;
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priv->end = *ptr;
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TRACE("version: 0x%08x\n", **ptr);
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*shader_version = *(*ptr)++;
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TRACE("token count: %u\n", **ptr);
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++(*ptr);
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priv->end += *(*ptr)++;
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}
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static void shader_sm4_read_opcode(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins,
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@ -100,10 +103,10 @@ static void shader_sm4_read_comment(const DWORD **ptr, const char **comment)
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*comment = NULL;
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}
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static BOOL shader_sm4_is_end(const DWORD **ptr)
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static BOOL shader_sm4_is_end(void *data, const DWORD **ptr)
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{
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FIXME("ptr %p stub!\n", ptr);
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return TRUE;
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struct wined3d_sm4_data *priv = data;
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return *ptr == priv->end;
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}
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const struct wined3d_shader_frontend sm4_shader_frontend =
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@ -672,7 +672,7 @@ struct wined3d_shader_frontend
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{
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void *(*shader_init)(const DWORD *ptr);
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void (*shader_free)(void *data);
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void (*shader_read_header)(const DWORD **ptr, DWORD *shader_version);
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void (*shader_read_header)(void *data, const DWORD **ptr, DWORD *shader_version);
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void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins,
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UINT *param_size, DWORD shader_version);
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void (*shader_read_src_param)(const DWORD **ptr, struct wined3d_shader_src_param *src_param,
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@ -681,7 +681,7 @@ struct wined3d_shader_frontend
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struct wined3d_shader_src_param *dst_rel_addr, DWORD shader_version);
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void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
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void (*shader_read_comment)(const DWORD **ptr, const char **comment);
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BOOL (*shader_is_end)(const DWORD **ptr);
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BOOL (*shader_is_end)(void *data, const DWORD **ptr);
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};
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extern const struct wined3d_shader_frontend sm1_shader_frontend;
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