wined3d: Add a separate function for converting swizzles to strings.

This commit is contained in:
Henri Verbeet 2009-04-21 09:35:05 +02:00 committed by Alexandre Julliard
parent db5ab97125
commit 612c32ea08
1 changed files with 18 additions and 14 deletions

View File

@ -1240,25 +1240,29 @@ static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
return size;
}
static void shader_glsl_get_swizzle(const DWORD param, BOOL fixup, DWORD mask, char *swizzle_str) {
static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
{
/* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
* but addressed as "rgba". To fix this we need to swap the register's x
* and z components. */
DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
char *ptr = swizzle_str;
DWORD s = swizzle >> WINED3DSP_SWIZZLE_SHIFT;
if (!shader_is_scalar(shader_get_regtype(param), param & WINED3DSP_REGNUM_MASK))
{
*ptr++ = '.';
/* swizzle bits fields: wwzzyyxx */
if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = swizzle_chars[swizzle & 0x03];
if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = swizzle_chars[(swizzle >> 2) & 0x03];
if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = swizzle_chars[(swizzle >> 4) & 0x03];
if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = swizzle_chars[(swizzle >> 6) & 0x03];
}
*str++ = '.';
/* swizzle bits fields: wwzzyyxx */
if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[s & 0x03];
if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(s >> 2) & 0x03];
if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(s >> 4) & 0x03];
if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(s >> 6) & 0x03];
*str = '\0';
}
*ptr = '\0';
static void shader_glsl_get_swizzle(const DWORD param, BOOL fixup, DWORD mask, char *swizzle_str)
{
if (shader_is_scalar(shader_get_regtype(param), param & WINED3DSP_REGNUM_MASK))
*swizzle_str = '\0';
else
shader_glsl_swizzle_to_str(param & WINED3DSP_SWIZZLE_MASK, fixup, mask, swizzle_str);
}
/* From a given parameter token, generate the corresponding GLSL string.
@ -1535,7 +1539,7 @@ static void PRINTF_ATTR(6, 7) shader_glsl_gen_sample_code(const struct wined3d_s
BOOL np2_fixup = FALSE;
va_list args;
shader_glsl_get_swizzle(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version))
{