wined3d: Use the shader_sm1_read_*() functions in shader_trace_init().
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752d80400d
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59705b9c20
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@ -1304,19 +1304,22 @@ void shader_trace_init(const DWORD *pFunction, const SHADER_OPCODE *opcode_table
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}
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else
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{
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DWORD param, addr_token = 0;
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int tokens_read;
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struct wined3d_shader_src_param dst_rel_addr, src_rel_addr;
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struct wined3d_shader_dst_param dst_param;
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struct wined3d_shader_src_param src_param;
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if (ins.dst_count)
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{
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shader_sm1_read_dst_param(&pToken, &dst_param, &dst_rel_addr, shader_version);
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}
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/* Print out predication source token first - it follows
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* the destination token. */
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if (ins.predicate)
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{
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struct wined3d_shader_src_param pred;
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shader_parse_src_param(*(pToken + 2), NULL, &pred);
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shader_sm1_read_src_param(&pToken, &src_param, &src_rel_addr, shader_version);
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TRACE("(");
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shader_dump_src_param(&pred, shader_version);
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shader_dump_src_param(&src_param, shader_version);
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TRACE(") ");
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}
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@ -1346,42 +1349,20 @@ void shader_trace_init(const DWORD *pFunction, const SHADER_OPCODE *opcode_table
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TRACE("p");
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}
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/* Destination token */
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/* We already read the destination token, print it. */
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if (ins.dst_count)
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{
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struct wined3d_shader_dst_param dst;
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struct wined3d_shader_src_param rel_addr;
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shader_sm1_read_dst_param(&pToken, &dst, &rel_addr, shader_version);
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shader_dump_ins_modifiers(&dst);
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shader_dump_ins_modifiers(&dst_param);
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TRACE(" ");
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shader_dump_dst_param(&dst, shader_version);
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shader_dump_dst_param(&dst_param, shader_version);
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}
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/* Predication token - already printed out, just skip it */
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if (ins.predicate) ++pToken;
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/* Other source tokens */
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for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
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{
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struct wined3d_shader_src_param src, rel_addr;
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tokens_read = shader_get_param(pToken, shader_version, ¶m, &addr_token);
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pToken += tokens_read;
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if (param & WINED3DSHADER_ADDRMODE_RELATIVE)
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{
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shader_parse_src_param(addr_token, NULL, &rel_addr);
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shader_parse_src_param(param, &rel_addr, &src);
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}
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else
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{
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shader_parse_src_param(param, NULL, &src);
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}
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shader_sm1_read_src_param(&pToken, &src_param, &src_rel_addr, shader_version);
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TRACE(!i ? " " : ", ");
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shader_dump_src_param(&src, shader_version);
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shader_dump_src_param(&src_param, shader_version);
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}
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}
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TRACE("\n");
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