wined3d: Access reg_maps though ins->ctx in shader_arb_get_register_name().
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3a41bbdd71
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@ -933,7 +933,8 @@ static void shader_arb_get_register_name(const struct wined3d_shader_instruction
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/* oPos, oFog and oPts in D3D */
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static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
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IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
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BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
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const struct shader_reg_maps *reg_maps = ins->ctx->reg_maps;
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BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
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struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
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*is_color = FALSE;
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@ -947,7 +948,7 @@ static void shader_arb_get_register_name(const struct wined3d_shader_instruction
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case WINED3DSPR_INPUT:
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if (pshader)
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{
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if(This->baseShader.reg_maps.shader_version.major < 3)
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if (reg_maps->shader_version.major < 3)
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{
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if (!reg->idx) strcpy(register_name, "fragment.color.primary");
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else strcpy(register_name, "fragment.color.secondary");
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@ -972,7 +973,7 @@ static void shader_arb_get_register_name(const struct wined3d_shader_instruction
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sprintf(register_name, "out_of_bounds_%u", idx);
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}
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}
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else if(This->baseShader.reg_maps.input_registers & 0x0300)
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else if (reg_maps->input_registers & 0x0300)
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{
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/* There are two ways basically:
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*
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@ -1036,7 +1037,8 @@ static void shader_arb_get_register_name(const struct wined3d_shader_instruction
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BOOL aL = FALSE;
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char rel_reg[50];
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UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
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if(This->baseShader.reg_maps.shader_version.major < 2) {
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if (reg_maps->shader_version.major < 2)
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{
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sprintf(rel_reg, "A0.x");
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} else {
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shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
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@ -1059,7 +1061,7 @@ static void shader_arb_get_register_name(const struct wined3d_shader_instruction
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}
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else
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{
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if (This->baseShader.reg_maps.usesrelconstF)
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if (reg_maps->usesrelconstF)
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sprintf(register_name, "C[%u]", reg->idx);
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else
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sprintf(register_name, "C%u", reg->idx);
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@ -1067,9 +1069,11 @@ static void shader_arb_get_register_name(const struct wined3d_shader_instruction
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break;
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case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
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if (pshader) {
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if(This->baseShader.reg_maps.shader_version.major == 1 &&
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This->baseShader.reg_maps.shader_version.minor <= 3) {
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if (pshader)
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{
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if (reg_maps->shader_version.major == 1
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&& reg_maps->shader_version.minor <= 3)
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{
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/* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
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* and as source to most instructions. For some instructions it is the texcoord
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* input. Those instructions know about the special use
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@ -1082,7 +1086,7 @@ static void shader_arb_get_register_name(const struct wined3d_shader_instruction
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}
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else
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{
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if(This->baseShader.reg_maps.shader_version.major == 1 || ctx->target_version >= NV2)
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if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
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{
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sprintf(register_name, "A%u", reg->idx);
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}
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@ -1101,7 +1105,7 @@ static void shader_arb_get_register_name(const struct wined3d_shader_instruction
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else
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{
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if(ctx->cur_ps_args->super.srgb_correction) FIXME("sRGB correction on higher render targets\n");
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if(This->baseShader.reg_maps.highest_render_target > 0)
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if (reg_maps->highest_render_target > 0)
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{
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sprintf(register_name, "result.color[%u]", reg->idx);
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}
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@ -1134,7 +1138,7 @@ static void shader_arb_get_register_name(const struct wined3d_shader_instruction
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}
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else
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{
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if(This->baseShader.reg_maps.shader_version.major < 3)
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if (reg_maps->shader_version.major < 3)
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{
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strcpy(register_name, ctx->texcrd_output[reg->idx]);
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}
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