wined3d: Merge most of the code for shader_glsl_cmp() and shader_glsl_cnd().

This commit is contained in:
Henri Verbeet 2012-10-18 22:12:52 +02:00 committed by Alexandre Julliard
parent b72ab48ed8
commit 6beb7dc1a8
1 changed files with 82 additions and 87 deletions

View File

@ -2758,93 +2758,111 @@ static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
}
}
/** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
static void shader_glsl_conditional_move(const struct wined3d_shader_instruction *ins)
{
struct wined3d_shader_dst_param dst;
struct glsl_src_param src0_param;
struct glsl_src_param src1_param;
struct glsl_src_param src2_param;
DWORD write_mask, cmp_channel = 0;
BOOL temp_destination = FALSE;
const char *condition_suffix;
DWORD cmp_channel = 0;
unsigned int i, j;
char mask_char[6];
BOOL temp_destination = FALSE;
DWORD write_mask;
switch (ins->handler_idx)
{
case WINED3DSIH_CMP:
condition_suffix = " >= 0.0";
break;
case WINED3DSIH_CND:
condition_suffix = " > 0.5";
break;
default:
FIXME("Unhandled instruction %#x.\n", ins->handler_idx);
condition_suffix = "<unhandled suffix>";
break;
}
if (shader_is_scalar(&ins->src[0].reg))
{
write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
src0_param.param_str, src1_param.param_str, src2_param.param_str);
} else {
DWORD dst_mask = ins->dst[0].write_mask;
struct wined3d_shader_dst_param dst = ins->dst[0];
shader_addline(ins->ctx->buffer, "%s%s ? %s : %s);\n",
src0_param.param_str, condition_suffix,
src1_param.param_str, src2_param.param_str);
return;
}
/* Cycle through all source0 channels */
for (i=0; i<4; i++) {
dst = ins->dst[0];
/* Splitting the instruction up in multiple lines imposes a problem:
* The first lines may overwrite source parameters of the following lines.
* Deal with that by using a temporary destination register if needed. */
if ((ins->src[0].reg.idx[0].offset == dst.reg.idx[0].offset
&& ins->src[0].reg.type == dst.reg.type)
|| (ins->src[1].reg.idx[0].offset == dst.reg.idx[0].offset
&& ins->src[1].reg.type == dst.reg.type)
|| (ins->src[2].reg.idx[0].offset == dst.reg.idx[0].offset
&& ins->src[2].reg.type == dst.reg.type))
temp_destination = TRUE;
/* Cycle through all source0 channels. */
for (i = 0; i < 4; ++i)
{
write_mask = 0;
/* Find the destination channels which use the current source0 channel */
for (j=0; j<4; j++) {
/* Find the destination channels which use the current source0 channel. */
for (j = 0; j < 4; ++j)
{
if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
{
write_mask |= WINED3DSP_WRITEMASK_0 << j;
cmp_channel = WINED3DSP_WRITEMASK_0 << j;
}
}
dst.write_mask = dst_mask & write_mask;
dst.write_mask = ins->dst[0].write_mask & write_mask;
/* Splitting the cmp instruction up in multiple lines imposes a problem:
* The first lines may overwrite source parameters of the following lines.
* Deal with that by using a temporary destination register if needed
*/
if ((ins->src[0].reg.idx[0].offset == ins->dst[0].reg.idx[0].offset
&& ins->src[0].reg.type == ins->dst[0].reg.type)
|| (ins->src[1].reg.idx[0].offset == ins->dst[0].reg.idx[0].offset
&& ins->src[1].reg.type == ins->dst[0].reg.type)
|| (ins->src[2].reg.idx[0].offset == ins->dst[0].reg.idx[0].offset
&& ins->src[2].reg.type == ins->dst[0].reg.type))
if (temp_destination)
{
write_mask = shader_glsl_get_write_mask(&dst, mask_char);
if (!write_mask) continue;
if (!(write_mask = shader_glsl_get_write_mask(&dst, mask_char)))
continue;
shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
temp_destination = TRUE;
} else {
write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
if (!write_mask) continue;
}
else if (!(write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst)))
continue;
shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
src0_param.param_str, src1_param.param_str, src2_param.param_str);
shader_addline(ins->ctx->buffer, "%s%s ? %s : %s);\n",
src0_param.param_str, condition_suffix,
src1_param.param_str, src2_param.param_str);
}
if(temp_destination) {
if (temp_destination)
{
shader_glsl_get_write_mask(&ins->dst[0], mask_char);
shader_glsl_append_dst(ins->ctx->buffer, ins);
shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
}
}
}
/** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
/* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
* the compare is done per component of src0. */
static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
{
struct wined3d_shader_dst_param dst;
struct glsl_src_param src0_param;
struct glsl_src_param src1_param;
struct glsl_src_param src2_param;
DWORD write_mask, cmp_channel = 0;
unsigned int i, j;
DWORD dst_mask;
DWORD write_mask;
DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
ins->ctx->reg_maps->shader_version.minor);
@ -2865,31 +2883,8 @@ static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
}
return;
}
/* Cycle through all source0 channels */
dst_mask = ins->dst[0].write_mask;
dst = ins->dst[0];
for (i=0; i<4; i++) {
write_mask = 0;
/* Find the destination channels which use the current source0 channel */
for (j=0; j<4; j++) {
if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
{
write_mask |= WINED3DSP_WRITEMASK_0 << j;
cmp_channel = WINED3DSP_WRITEMASK_0 << j;
}
}
dst.write_mask = dst_mask & write_mask;
write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
if (!write_mask) continue;
shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
src0_param.param_str, src1_param.param_str, src2_param.param_str);
}
shader_glsl_conditional_move(ins);
}
/** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
@ -5369,7 +5364,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_BREAKP */ shader_glsl_breakp,
/* WINED3DSIH_CALL */ shader_glsl_call,
/* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
/* WINED3DSIH_CMP */ shader_glsl_cmp,
/* WINED3DSIH_CMP */ shader_glsl_conditional_move,
/* WINED3DSIH_CND */ shader_glsl_cnd,
/* WINED3DSIH_CRS */ shader_glsl_cross,
/* WINED3DSIH_CUT */ shader_glsl_cut,