wined3d: Store the register type in struct wined3d_shader_src_param.
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@ -224,6 +224,14 @@ static void shader_parse_dst_param(DWORD param, DWORD addr_param, struct wined3d
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dst->addr_token = addr_param;
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}
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static void shader_parse_src_param(DWORD param, DWORD addr_param, struct wined3d_shader_src_param *src)
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{
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src->register_type = ((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT)
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| ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2);
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src->token = param;
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src->addr_token = addr_param;
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}
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/* Note that this does not count the loop register
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* as an address register. */
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@ -885,8 +893,7 @@ void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer,
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{
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DWORD param, addr_token = 0;
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pToken += shader_get_param(pToken, shader_version, ¶m, &addr_token);
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src_param[i].token = param;
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src_param[i].addr_token = addr_token;
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shader_parse_src_param(param, addr_token, &src_param[i]);
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}
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/* Call appropriate function for output target */
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@ -1944,7 +1944,7 @@ static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
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char mask_char[6];
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BOOL temp_destination = FALSE;
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if (shader_is_scalar(shader_get_regtype(ins->src[0].token), ins->src[0].token & WINED3DSP_REGNUM_MASK))
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if (shader_is_scalar(ins->src[0].register_type, ins->src[0].token & WINED3DSP_REGNUM_MASK))
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{
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write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
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@ -1958,9 +1958,9 @@ static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
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DWORD src0reg = ins->src[0].token & WINED3DSP_REGNUM_MASK;
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DWORD src1reg = ins->src[1].token & WINED3DSP_REGNUM_MASK;
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DWORD src2reg = ins->src[2].token & WINED3DSP_REGNUM_MASK;
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DWORD src0regtype = shader_get_regtype(ins->src[0].token);
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DWORD src1regtype = shader_get_regtype(ins->src[1].token);
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DWORD src2regtype = shader_get_regtype(ins->src[2].token);
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DWORD src0regtype = ins->src[0].register_type;
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DWORD src1regtype = ins->src[1].register_type;
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DWORD src2regtype = ins->src[2].register_type;
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DWORD dstreg = ins->dst[0].register_idx;
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DWORD dstregtype = ins->dst[0].register_type;
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DWORD dst_mask = ins->dst[0].write_mask;
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@ -2283,7 +2283,6 @@ static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
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{
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glsl_src_param_t src1_param;
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IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
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DWORD regtype = shader_get_regtype(ins->src[1].token);
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DWORD reg = ins->src[1].token & WINED3DSP_REGNUM_MASK;
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const DWORD *control_values = NULL;
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const local_constant *constant;
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@ -2295,7 +2294,8 @@ static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
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* known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
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* addressing.
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*/
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if(regtype == WINED3DSPR_CONSTINT) {
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if (ins->src[1].register_type == WINED3DSPR_CONSTINT)
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{
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LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
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if(constant->idx == reg) {
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control_values = constant->value;
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@ -464,6 +464,7 @@ struct wined3d_shader_dst_param
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struct wined3d_shader_src_param
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{
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WINED3DSHADER_PARAM_REGISTER_TYPE register_type;
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DWORD token;
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DWORD addr_token;
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};
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