wined3d: Use register_idx in the ARB shader backend.

This commit is contained in:
Henri Verbeet 2009-04-03 10:36:39 +02:00 committed by Alexandre Julliard
parent 7b62165546
commit 6660978b44
1 changed files with 18 additions and 18 deletions

View File

@ -775,7 +775,7 @@ static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
char dst_name[50];
char src_name[2][50];
char dst_wmask[20];
DWORD sampler_code = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
DWORD sampler_code = ins->dst[0].register_idx;
BOOL has_bumpmat = FALSE;
int i;
@ -1101,7 +1101,7 @@ static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
DWORD reg_sampler_code;
/* All versions have a destination register */
reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
reg_dest_code = ins->dst[0].register_idx;
pshader_get_register_name(ins->shader, dst, reg_dest);
/* 1.0-1.3: Use destination register as coordinate source.
@ -1157,10 +1157,10 @@ static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
shader_arb_get_write_mask(ins, dst, tmp);
if (ins->reg_maps->shader_version != WINED3DPS_VERSION(1,4))
{
DWORD reg = dst & WINED3DSP_REGNUM_MASK;
DWORD reg = ins->dst[0].register_idx;
shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg);
} else {
DWORD reg1 = dst & WINED3DSP_REGNUM_MASK;
DWORD reg1 = ins->dst[0].register_idx;
char reg_src[40];
pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, reg_src);
@ -1175,7 +1175,7 @@ static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
DWORD reg1 = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
DWORD reg1 = ins->dst[0].register_idx;
char dst_str[8];
char src_str[50];
@ -1191,7 +1191,7 @@ static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
{
SHADER_BUFFER *buffer = ins->buffer;
DWORD reg1 = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
DWORD reg1 = ins->dst[0].register_idx;
char dst_str[8];
char src_str[50];
@ -1205,7 +1205,7 @@ static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
{
SHADER_BUFFER *buffer = ins->buffer;
DWORD reg1 = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
DWORD reg1 = ins->dst[0].register_idx;
char dst_str[8];
char src_str[50];
@ -1229,7 +1229,7 @@ static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
DWORD reg_dest_code;
/* All versions have a destination register */
reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
reg_dest_code = ins->dst[0].register_idx;
/* Can directly use the name because texbem is only valid for <= 1.3 shaders */
pshader_get_register_name(ins->shader, dst, reg_coord);
@ -1293,7 +1293,7 @@ static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
{
DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
DWORD reg = ins->dst[0].register_idx;
SHADER_BUFFER *buffer = ins->buffer;
char src0_name[50];
@ -1306,7 +1306,7 @@ static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
DWORD reg = ins->dst[0].register_idx;
SHADER_BUFFER *buffer = ins->buffer;
char dst_str[8];
char src0_name[50];
@ -1321,7 +1321,7 @@ static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
DWORD reg = ins->dst[0].register_idx;
SHADER_BUFFER *buffer = ins->buffer;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
char src0_name[50];
@ -1336,7 +1336,7 @@ static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
DWORD reg = ins->dst[0].register_idx;
SHADER_BUFFER *buffer = ins->buffer;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
char dst_str[8];
@ -1357,7 +1357,7 @@ static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
DWORD reg = ins->dst[0].register_idx;
SHADER_BUFFER *buffer = ins->buffer;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
char dst_str[8];
@ -1393,7 +1393,7 @@ static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
DWORD reg = ins->dst[0].register_idx;
DWORD reg3 = ins->src[1] & WINED3DSP_REGNUM_MASK;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
SHADER_BUFFER *buffer = ins->buffer;
@ -1458,7 +1458,7 @@ static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
{
SHADER_BUFFER *buffer = ins->buffer;
DWORD sampler_idx = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
DWORD sampler_idx = ins->dst[0].register_idx;
char src0[50];
char dst_str[8];
@ -1477,7 +1477,7 @@ static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
char src0[50];
char dst_str[50];
char dst_mask[6];
DWORD dstreg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
DWORD dstreg = ins->dst[0].register_idx;
SHADER_BUFFER *buffer = ins->buffer;
/* Handle output register */
@ -1498,7 +1498,7 @@ static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
char dst_str[50];
char dst_mask[6];
char src0[50];
DWORD dst_reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
DWORD dst_reg = ins->dst[0].register_idx;
pshader_get_register_name(ins->shader, ins->dst[0].token, dst_str);
shader_arb_get_write_mask(ins, ins->dst[0].token, dst_mask);
@ -1518,7 +1518,7 @@ static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
{
SHADER_BUFFER *buffer = ins->buffer;
DWORD dst_reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
DWORD dst_reg = ins->dst[0].register_idx;
char src0[50];
pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src0);