wined3d: Do not generate shader epilogue in subroutines.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2625,7 +2625,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
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break;
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case WINED3DSPR_LOOP:
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sprintf(register_name, "aL%u", ins->ctx->loop_state->current_reg - 1);
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sprintf(register_name, "aL%u", ins->ctx->state->current_loop_reg - 1);
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break;
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case WINED3DSPR_SAMPLER:
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@ -4309,7 +4309,7 @@ static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
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/* FIXME: I don't think nested loops will work correctly this way. */
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static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
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{
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struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
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struct wined3d_shader_parser_state *state = ins->ctx->state;
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struct wined3d_string_buffer *buffer = ins->ctx->buffer;
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const struct wined3d_shader *shader = ins->ctx->shader;
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const struct wined3d_shader_lconst *constant;
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@ -4347,65 +4347,65 @@ static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
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if (loop_control.step > 0)
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{
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shader_addline(buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
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loop_state->current_depth, loop_control.start,
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loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
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loop_state->current_depth, loop_control.step);
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state->current_loop_depth, loop_control.start,
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state->current_loop_depth, loop_control.count, loop_control.step, loop_control.start,
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state->current_loop_depth, loop_control.step);
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}
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else if (loop_control.step < 0)
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{
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shader_addline(buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
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loop_state->current_depth, loop_control.start,
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loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
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loop_state->current_depth, loop_control.step);
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state->current_loop_depth, loop_control.start,
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state->current_loop_depth, loop_control.count, loop_control.step, loop_control.start,
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state->current_loop_depth, loop_control.step);
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}
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else
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{
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shader_addline(buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
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loop_state->current_depth, loop_control.start, loop_state->current_depth,
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loop_state->current_depth, loop_control.count,
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loop_state->current_depth);
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state->current_loop_depth, loop_control.start, state->current_loop_depth,
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state->current_loop_depth, loop_control.count,
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state->current_loop_depth);
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}
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}
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else
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{
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shader_addline(buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
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loop_state->current_depth, loop_state->current_reg,
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src1_param.reg_name, loop_state->current_depth, src1_param.reg_name,
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loop_state->current_depth, loop_state->current_reg, src1_param.reg_name);
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state->current_loop_depth, state->current_loop_reg,
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src1_param.reg_name, state->current_loop_depth, src1_param.reg_name,
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state->current_loop_depth, state->current_loop_reg, src1_param.reg_name);
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}
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++loop_state->current_reg;
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++state->current_loop_reg;
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}
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else
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{
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shader_addline(buffer, "for (;;)\n{\n");
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}
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++loop_state->current_depth;
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++state->current_loop_depth;
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}
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static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
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{
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struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
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struct wined3d_shader_parser_state *state = ins->ctx->state;
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shader_addline(ins->ctx->buffer, "}\n");
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if (ins->handler_idx == WINED3DSIH_ENDLOOP)
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{
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--loop_state->current_depth;
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--loop_state->current_reg;
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--state->current_loop_depth;
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--state->current_loop_reg;
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}
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if (ins->handler_idx == WINED3DSIH_ENDREP)
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{
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--loop_state->current_depth;
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--state->current_loop_depth;
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}
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}
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static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
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{
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struct wined3d_shader_parser_state *state = ins->ctx->state;
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const struct wined3d_shader *shader = ins->ctx->shader;
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struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
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const struct wined3d_shader_lconst *constant;
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struct glsl_src_param src0_param;
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const DWORD *control_values = NULL;
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@ -4426,18 +4426,18 @@ static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
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if (control_values)
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{
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shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
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loop_state->current_depth, loop_state->current_depth,
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control_values[0], loop_state->current_depth);
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state->current_loop_depth, state->current_loop_depth,
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control_values[0], state->current_loop_depth);
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}
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else
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{
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shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
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shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
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loop_state->current_depth, loop_state->current_depth,
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src0_param.param_str, loop_state->current_depth);
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state->current_loop_depth, state->current_loop_depth,
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src0_param.param_str, state->current_loop_depth);
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}
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++loop_state->current_depth;
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++state->current_loop_depth;
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}
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static void shader_glsl_switch(const struct wined3d_shader_instruction *ins)
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@ -4537,6 +4537,9 @@ static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
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{
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shader_addline(ins->ctx->buffer, "}\n");
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shader_addline(ins->ctx->buffer, "void subroutine%u()\n{\n", ins->src[0].reg.idx[0].offset);
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/* Subroutines appear at the end of the shader. */
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ins->ctx->state->in_subroutine = TRUE;
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}
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static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
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@ -4557,7 +4560,7 @@ static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
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{
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const struct wined3d_shader_version *version = &ins->ctx->shader->reg_maps.shader_version;
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if (version->major >= 4)
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if (version->major >= 4 && !ins->ctx->state->in_subroutine)
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{
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shader_glsl_generate_shader_epilogue(ins->ctx);
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shader_addline(ins->ctx->buffer, "return;\n");
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@ -2104,7 +2104,7 @@ void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_st
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const struct wined3d_shader_frontend *fe = shader->frontend;
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void *fe_data = shader->frontend_data;
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struct wined3d_shader_version shader_version;
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struct wined3d_shader_loop_state loop_state;
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struct wined3d_shader_parser_state state;
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struct wined3d_shader_instruction ins;
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struct wined3d_shader_tex_mx tex_mx;
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struct wined3d_shader_context ctx;
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@ -2112,15 +2112,16 @@ void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_st
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/* Initialize current parsing state. */
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tex_mx.current_row = 0;
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loop_state.current_depth = 0;
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loop_state.current_reg = 0;
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state.current_loop_depth = 0;
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state.current_loop_reg = 0;
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state.in_subroutine = FALSE;
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ctx.shader = shader;
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ctx.gl_info = &device->adapter->gl_info;
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ctx.reg_maps = reg_maps;
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ctx.buffer = buffer;
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ctx.tex_mx = &tex_mx;
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ctx.loop_state = &loop_state;
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ctx.state = &state;
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ctx.backend_data = backend_ctx;
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ins.ctx = &ctx;
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@ -900,10 +900,11 @@ struct wined3d_shader_tex_mx
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DWORD texcoord_w[2];
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};
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struct wined3d_shader_loop_state
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struct wined3d_shader_parser_state
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{
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UINT current_depth;
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UINT current_reg;
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unsigned int current_loop_depth;
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unsigned int current_loop_reg;
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BOOL in_subroutine;
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};
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struct wined3d_shader_context
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@ -913,7 +914,7 @@ struct wined3d_shader_context
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const struct wined3d_shader_reg_maps *reg_maps;
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struct wined3d_string_buffer *buffer;
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struct wined3d_shader_tex_mx *tex_mx;
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struct wined3d_shader_loop_state *loop_state;
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struct wined3d_shader_parser_state *state;
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void *backend_data;
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};
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