wined3d: Add a struct wined3d_shader_dst_param for storing destination parameter information.

This commit is contained in:
Henri Verbeet 2009-04-03 10:36:38 +02:00 committed by Alexandre Julliard
parent 04b2e0b19b
commit 7245cd2b81
4 changed files with 128 additions and 111 deletions

View File

@ -688,8 +688,8 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD
if (shader_is_pshader_version(ins->reg_maps->shader_version))
{
IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)ins->shader;
gen_color_correction(buffer, dst_str, ins->dst & WINED3DSP_WRITEMASK_ALL, "one", "coefmul.x",
ps->cur_args->color_fixup[sampler_idx]);
gen_color_correction(buffer, dst_str, ins->dst[0].token & WINED3DSP_WRITEMASK_ALL,
"one", "coefmul.x", ps->cur_args->color_fixup[sampler_idx]);
}
}
@ -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 & WINED3DSP_REGNUM_MASK;
DWORD sampler_code = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
BOOL has_bumpmat = FALSE;
int i;
@ -788,8 +788,8 @@ static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
}
}
pshader_get_register_name(ins->shader, ins->dst, dst_name);
shader_arb_get_write_mask(ins, ins->dst, dst_wmask);
pshader_get_register_name(ins->shader, ins->dst[0].token, dst_name);
shader_arb_get_write_mask(ins, ins->dst[0].token, dst_wmask);
strcat(dst_name, dst_wmask);
pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src_name[0]);
@ -814,14 +814,14 @@ static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
char dst_wmask[20];
char dst_name[50];
char src_name[3][50];
BOOL sat = (ins->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
DWORD shift = (ins->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
BOOL sat = (ins->dst[0].token & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
DWORD shift = (ins->dst[0].token & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
/* FIXME: support output modifiers */
/* Handle output register */
pshader_get_register_name(ins->shader, ins->dst, dst_name);
shader_arb_get_write_mask(ins, ins->dst, dst_wmask);
pshader_get_register_name(ins->shader, ins->dst[0].token, dst_name);
shader_arb_get_write_mask(ins, ins->dst[0].token, dst_wmask);
/* Generate input register names (with modifiers) */
pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src_name[0]);
@ -847,14 +847,14 @@ static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
char dst_wmask[20];
char dst_name[50];
char src_name[3][50];
DWORD shift = (ins->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
BOOL sat = (ins->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
DWORD shift = (ins->dst[0].token & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
BOOL sat = (ins->dst[0].token & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
/* FIXME: support output modifiers */
/* Handle output register */
pshader_get_register_name(ins->shader, ins->dst, dst_name);
shader_arb_get_write_mask(ins, ins->dst, dst_wmask);
pshader_get_register_name(ins->shader, ins->dst[0].token, dst_name);
shader_arb_get_write_mask(ins, ins->dst[0].token, dst_wmask);
/* Generate input register names (with modifiers) */
pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src_name[0]);
@ -876,11 +876,11 @@ static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
char dst_wmask[20];
char dst_name[50];
char src_name[3][50];
DWORD shift = (ins->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
BOOL sat = (ins->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
DWORD shift = (ins->dst[0].token & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
BOOL sat = (ins->dst[0].token & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
pshader_get_register_name(ins->shader, ins->dst, dst_name);
shader_arb_get_write_mask(ins, ins->dst, dst_wmask);
pshader_get_register_name(ins->shader, ins->dst[0].token, dst_name);
shader_arb_get_write_mask(ins, ins->dst[0].token, dst_wmask);
pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src_name[0]);
pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[1], 1, src_name[1]);
@ -900,7 +900,7 @@ static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
{
SHADER_BUFFER *buffer = ins->buffer;
DWORD dst = ins->dst;
DWORD dst = ins->dst[0].token;
const DWORD *src = ins->src;
const char *instruction;
char arguments[256];
@ -1018,7 +1018,7 @@ static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
if ((WINED3DSHADER_VERSION_MAJOR(ins->reg_maps->shader_version) == 1
&& !shader_is_pshader_version(ins->reg_maps->shader_version)
&& shader_get_regtype(ins->dst) == WINED3DSPR_ADDR)
&& shader_get_regtype(ins->dst[0].token) == WINED3DSPR_ADDR)
|| ins->handler_idx == WINED3DSIH_MOVA)
{
SHADER_BUFFER *buffer = ins->buffer;
@ -1068,7 +1068,7 @@ static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
/* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
* but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
*/
pshader_get_register_name(ins->shader, ins->dst, reg_dest);
pshader_get_register_name(ins->shader, ins->dst[0].token, reg_dest);
if (shader_version >= WINED3DPS_VERSION(2,0))
{
@ -1089,7 +1089,7 @@ static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD dst = ins->dst;
DWORD dst = ins->dst[0].token;
const DWORD *src = ins->src;
SHADER_BUFFER* buffer = ins->buffer;
DWORD shader_version = ins->reg_maps->shader_version;
@ -1150,7 +1150,7 @@ static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
{
DWORD dst = ins->dst;
DWORD dst = ins->dst[0].token;
SHADER_BUFFER *buffer = ins->buffer;
char tmp[20];
@ -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 & WINED3DSP_REGNUM_MASK;
DWORD reg1 = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
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 & WINED3DSP_REGNUM_MASK;
DWORD reg1 = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
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 & WINED3DSP_REGNUM_MASK;
DWORD reg1 = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
char dst_str[8];
char src_str[50];
@ -1221,7 +1221,7 @@ static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
BOOL has_luminance = FALSE;
int i;
DWORD dst = ins->dst;
DWORD dst = ins->dst[0].token;
DWORD src = ins->src[0] & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = ins->buffer;
@ -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 & WINED3DSP_REGNUM_MASK;
DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
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 & WINED3DSP_REGNUM_MASK;
DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
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 & WINED3DSP_REGNUM_MASK;
DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
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 & WINED3DSP_REGNUM_MASK;
DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
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 & WINED3DSP_REGNUM_MASK;
DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
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 & WINED3DSP_REGNUM_MASK;
DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
DWORD reg3 = ins->src[1] & WINED3DSP_REGNUM_MASK;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
SHADER_BUFFER *buffer = ins->buffer;
@ -1435,7 +1435,7 @@ static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
* parameter. According to the msdn, this must be register r5, but let's keep it more flexible
* here
*/
pshader_get_register_name(ins->shader, ins->dst, dst_name);
pshader_get_register_name(ins->shader, ins->dst[0].token, dst_name);
/* According to the msdn, the source register(must be r5) is unusable after
* the texdepth instruction, so we're free to modify it
@ -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 & WINED3DSP_REGNUM_MASK;
DWORD sampler_idx = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
char src0[50];
char dst_str[8];
@ -1477,12 +1477,12 @@ 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 & WINED3DSP_REGNUM_MASK;
DWORD dstreg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER *buffer = ins->buffer;
/* Handle output register */
pshader_get_register_name(ins->shader, ins->dst, dst_str);
shader_arb_get_write_mask(ins, ins->dst, dst_mask);
pshader_get_register_name(ins->shader, ins->dst[0].token, dst_str);
shader_arb_get_write_mask(ins, ins->dst[0].token, dst_mask);
pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src0);
shader_addline(buffer, "DP3 %s%s, T%u, %s;\n", dst_str, dst_mask, dstreg, src0);
@ -1498,10 +1498,10 @@ 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 & WINED3DSP_REGNUM_MASK;
DWORD dst_reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
pshader_get_register_name(ins->shader, ins->dst, dst_str);
shader_arb_get_write_mask(ins, ins->dst, dst_mask);
pshader_get_register_name(ins->shader, ins->dst[0].token, dst_str);
shader_arb_get_write_mask(ins, ins->dst[0].token, dst_mask);
pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src0);
shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", dst_reg, src0);
@ -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 & WINED3DSP_REGNUM_MASK;
DWORD dst_reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
char src0[50];
pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src0);
@ -1540,6 +1540,7 @@ static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
{
int i;
int nComponents = 0;
struct wined3d_shader_dst_param tmp_dst = {0};
struct wined3d_shader_instruction tmp_ins;
memset(&tmp_ins, 0, sizeof(tmp_ins));
@ -1552,6 +1553,7 @@ static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
tmp_ins.src_addr[1] = ins->src_addr[1];
tmp_ins.reg_maps = ins->reg_maps;
tmp_ins.dst_count = 1;
tmp_ins.dst = &tmp_dst;
tmp_ins.src_count = 2;
switch(ins->handler_idx)
@ -1582,7 +1584,7 @@ static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
}
for (i = 0; i < nComponents; i++) {
tmp_ins.dst = ((ins->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
tmp_dst.token = ((ins->dst[0].token) & ~WINED3DSP_WRITEMASK_ALL) | (WINED3DSP_WRITEMASK_0 << i);
tmp_ins.src[1] = ins->src[1]+i;
shader_hw_map2gl(&tmp_ins);
}
@ -1591,7 +1593,7 @@ static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
static void vshader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
{
SHADER_BUFFER *buffer = ins->buffer;
DWORD dst = ins->dst;
DWORD dst = ins->dst[0].token;
DWORD src = ins->src[0];
DWORD swizzle = (src & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
const char *instruction;
@ -1627,11 +1629,11 @@ static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
char dst_name[50];
char src_name[50];
char dst_wmask[20];
DWORD shift = (ins->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
BOOL sat = (ins->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
DWORD shift = (ins->dst[0].token & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
BOOL sat = (ins->dst[0].token & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
pshader_get_register_name(ins->shader, ins->dst, dst_name);
shader_arb_get_write_mask(ins, ins->dst, dst_wmask);
pshader_get_register_name(ins->shader, ins->dst[0].token, dst_name);
shader_arb_get_write_mask(ins, ins->dst[0].token, dst_wmask);
pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src_name);
shader_addline(buffer, "DP3 TMP, %s, %s;\n", src_name, src_name);
@ -1654,11 +1656,11 @@ static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
char dst_name[50];
char src_name[50];
char dst_wmask[20];
DWORD shift = (ins->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
BOOL sat = (ins->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
DWORD shift = (ins->dst[0].token & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
BOOL sat = (ins->dst[0].token & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
pshader_get_register_name(ins->shader, ins->dst, dst_name);
shader_arb_get_write_mask(ins, ins->dst, dst_wmask);
pshader_get_register_name(ins->shader, ins->dst[0].token, dst_name);
shader_arb_get_write_mask(ins, ins->dst[0].token, dst_wmask);
pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src_name);
shader_addline(buffer, "SCS%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,

View File

@ -771,6 +771,7 @@ void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer,
const SHADER_OPCODE *opcode_table = This->baseShader.shader_ins;
const SHADER_HANDLER *handler_table = device->shader_backend->shader_instruction_handler_table;
DWORD shader_version = reg_maps->shader_version;
struct wined3d_shader_dst_param dst_param;
struct wined3d_shader_instruction ins;
const DWORD *pToken = pFunction;
const SHADER_OPCODE *curOpcode;
@ -781,6 +782,7 @@ void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer,
ins.shader = iface;
ins.buffer = buffer;
ins.reg_maps = reg_maps;
ins.dst = &dst_param;
This->baseShader.parse_state.current_row = 0;
while (WINED3DPS_END() != *pToken)
@ -846,10 +848,8 @@ void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer,
ins.dst_count = curOpcode->dst_token ? 1 : 0;
if (ins.dst_count)
{
DWORD param, addr_token = 0;
pToken += shader_get_param(pToken, shader_version, &param, &addr_token);
ins.dst = param;
ins.dst_addr = addr_token;
dst_param.addr_token = 0;
pToken += shader_get_param(pToken, shader_version, &dst_param.token, &dst_param.addr_token);
}
/* Predication token */

View File

@ -1272,7 +1272,7 @@ static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer,
DWORD mask;
int shift;
mask = shader_glsl_add_dst_param(ins, param, ins->dst_addr, &dst_param);
mask = shader_glsl_add_dst_param(ins, param, ins->dst[0].addr_token, &dst_param);
if(mask) {
shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
@ -1285,31 +1285,37 @@ static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer,
/* Append the destination part of the instruction to the buffer, return the effective write mask */
static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, const struct wined3d_shader_instruction *ins)
{
return shader_glsl_append_dst_ext(buffer, ins, ins->dst);
return shader_glsl_append_dst_ext(buffer, ins, ins->dst[0].token);
}
/** Process GLSL instruction modifiers */
void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
{
DWORD mask = ins->dst & WINED3DSP_DSTMOD_MASK;
glsl_dst_param_t dst_param;
DWORD mask;
if (ins->dst_count && mask)
if (!ins->dst_count) return;
mask = ins->dst[0].token & WINED3DSP_DSTMOD_MASK;
if (!mask) return;
shader_glsl_add_dst_param(ins, ins->dst[0].token, 0, &dst_param);
if (mask & WINED3DSPDM_SATURATE)
{
glsl_dst_param_t dst_param;
/* _SAT means to clamp the value of the register to between 0 and 1 */
shader_addline(ins->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
}
shader_glsl_add_dst_param(ins, ins->dst, 0, &dst_param);
if (mask & WINED3DSPDM_MSAMPCENTROID)
{
FIXME("_centroid modifier not handled\n");
}
if (mask & WINED3DSPDM_SATURATE) {
/* _SAT means to clamp the value of the register to between 0 and 1 */
shader_addline(ins->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
}
if (mask & WINED3DSPDM_MSAMPCENTROID) {
FIXME("_centroid modifier not handled\n");
}
if (mask & WINED3DSPDM_PARTIALPRECISION) {
/* MSDN says this modifier can be safely ignored, so that's what we'll do. */
}
if (mask & WINED3DSPDM_PARTIALPRECISION)
{
/* MSDN says this modifier can be safely ignored, so that's what we'll do. */
}
}
@ -1440,7 +1446,7 @@ static void shader_glsl_color_correction(const struct wined3d_shader_instruction
if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
mask &= ins->dst;
mask &= ins->dst[0].token;
if (!mask) return; /* Nothing to do */
@ -1457,7 +1463,7 @@ static void shader_glsl_color_correction(const struct wined3d_shader_instruction
shader_glsl_get_write_mask(mask, dst_param.mask_str);
dst_param.reg_name[0] = '\0';
shader_glsl_get_register_name(ins->dst, ins->dst_addr, dst_param.reg_name, &dummy, ins);
shader_glsl_get_register_name(ins->dst[0].token, ins->dst[0].addr_token, dst_param.reg_name, &dummy, ins);
arguments[0] = '\0';
remaining = mask_size;
@ -1503,7 +1509,7 @@ static void PRINTF_ATTR(6, 7) shader_glsl_gen_sample_code(const struct wined3d_s
BOOL rect_fixup = FALSE;
va_list args;
shader_glsl_get_swizzle(swizzle, FALSE, ins->dst, dst_swizzle);
shader_glsl_get_swizzle(swizzle, FALSE, ins->dst[0].token, dst_swizzle);
if (shader_is_pshader_version(ins->reg_maps->shader_version))
{
@ -1593,7 +1599,7 @@ static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
* shader versions WINED3DSIO_MOVA is used for this. */
if ((WINED3DSHADER_VERSION_MAJOR(ins->reg_maps->shader_version) == 1
&& !shader_is_pshader_version(ins->reg_maps->shader_version)
&& shader_get_regtype(ins->dst) == WINED3DSPR_ADDR))
&& shader_get_regtype(ins->dst[0].token) == WINED3DSPR_ADDR))
{
/* This is a simple floor() */
unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
@ -1656,7 +1662,7 @@ static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
glsl_src_param_t src1_param;
char dst_mask[6];
shader_glsl_get_write_mask(ins->dst, dst_mask);
shader_glsl_get_write_mask(ins->dst[0].token, dst_mask);
shader_glsl_append_dst(ins->buffer, ins);
shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], src_mask, &src0_param);
shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1], src_mask, &src1_param);
@ -1779,7 +1785,7 @@ static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
shader_addline(ins->buffer, "tmp0.w = 1.0;\n");
shader_glsl_append_dst(ins->buffer, ins);
shader_glsl_get_write_mask(ins->dst, dst_mask);
shader_glsl_get_write_mask(ins->dst[0].token, dst_mask);
shader_addline(ins->buffer, "tmp0%s);\n", dst_mask);
} else {
DWORD write_mask;
@ -1911,8 +1917,8 @@ static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
DWORD src0regtype = shader_get_regtype(ins->src[0]);
DWORD src1regtype = shader_get_regtype(ins->src[1]);
DWORD src2regtype = shader_get_regtype(ins->src[2]);
DWORD dstreg = ins->dst & WINED3DSP_REGNUM_MASK;
DWORD dstregtype = shader_get_regtype(ins->dst);
DWORD dstreg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
DWORD dstregtype = shader_get_regtype(ins->dst[0].token);
/* Cycle through all source0 channels */
for (i=0; i<4; i++) {
@ -1934,13 +1940,14 @@ static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
(src1reg == dstreg && src1regtype == dstregtype) ||
(src2reg == dstreg && src2regtype == dstregtype)) {
write_mask = shader_glsl_get_write_mask(ins->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask), mask_char);
write_mask = shader_glsl_get_write_mask(ins->dst[0].token & (~WINED3DSP_SWIZZLE_MASK | write_mask),
mask_char);
if (!write_mask) continue;
shader_addline(ins->buffer, "tmp0%s = (", mask_char);
temp_destination = TRUE;
} else {
write_mask = shader_glsl_append_dst_ext(ins->buffer, ins,
ins->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
ins->dst[0].token & (~WINED3DSP_SWIZZLE_MASK | write_mask));
if (!write_mask) continue;
}
@ -1953,8 +1960,8 @@ static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
}
if(temp_destination) {
shader_glsl_get_write_mask(ins->dst, mask_char);
shader_glsl_append_dst_ext(ins->buffer, ins, ins->dst);
shader_glsl_get_write_mask(ins->dst[0].token, mask_char);
shader_glsl_append_dst_ext(ins->buffer, ins, ins->dst[0].token);
shader_addline(ins->buffer, "tmp0%s);\n", mask_char);
}
}
@ -2000,7 +2007,8 @@ static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
cmp_channel = WINED3DSP_WRITEMASK_0 << j;
}
}
write_mask = shader_glsl_append_dst_ext(ins->buffer, ins, ins->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
write_mask = shader_glsl_append_dst_ext(ins->buffer, ins,
ins->dst[0].token & (~WINED3DSP_SWIZZLE_MASK | write_mask));
if (!write_mask) continue;
shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], cmp_channel, &src0_param);
@ -2034,6 +2042,7 @@ static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
{
int i;
int nComponents = 0;
struct wined3d_shader_dst_param tmp_dst = {0};
struct wined3d_shader_instruction tmp_ins;
memset(&tmp_ins, 0, sizeof(tmp_ins));
@ -2046,6 +2055,7 @@ static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
tmp_ins.src_addr[1] = ins->src_addr[1];
tmp_ins.reg_maps = ins->reg_maps;
tmp_ins.dst_count = 1;
tmp_ins.dst = &tmp_dst;
tmp_ins.src_count = 2;
switch(ins->handler_idx)
@ -2076,7 +2086,7 @@ static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
for (i = 0; i < nComponents; ++i)
{
tmp_ins.dst = ((ins->dst) & ~WINED3DSP_WRITEMASK_ALL) | (WINED3DSP_WRITEMASK_0 << i);
tmp_dst.token = ((ins->dst[0].token) & ~WINED3DSP_WRITEMASK_ALL) | (WINED3DSP_WRITEMASK_0 << i);
tmp_ins.src[1] = ins->src[1] + i;
shader_glsl_dot(&tmp_ins);
}
@ -2119,7 +2129,7 @@ static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
char dst_mask[6];
shader_glsl_append_dst(ins->buffer, ins);
shader_glsl_get_write_mask(ins->dst, dst_mask);
shader_glsl_get_write_mask(ins->dst[0].token, dst_mask);
shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_1, &src1_param);
@ -2166,7 +2176,7 @@ static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
char dst_mask[6];
shader_glsl_append_dst(ins->buffer, ins);
shader_glsl_get_write_mask(ins->dst, dst_mask);
shader_glsl_get_write_mask(ins->dst[0].token, dst_mask);
shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_1, &src0y_param);
shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_2, &src0z_param);
@ -2384,7 +2394,7 @@ static void pshader_glsl_tex(const struct wined3d_shader_instruction *ins)
/* 1.0-1.4: Use destination register as sampler source.
* 2.0+: Use provided sampler source. */
if (shader_version < WINED3DPS_VERSION(2,0)) sampler_idx = ins->dst & WINED3DSP_REGNUM_MASK;
if (shader_version < WINED3DPS_VERSION(2,0)) sampler_idx = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
else sampler_idx = ins->src[1] & WINED3DSP_REGNUM_MASK;
sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
@ -2503,7 +2513,7 @@ static void pshader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
if (ins->reg_maps->shader_version != WINED3DPS_VERSION(1,4))
{
DWORD reg = ins->dst & WINED3DSP_REGNUM_MASK;
DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg, dst_mask);
} else {
DWORD reg = ins->src[0] & WINED3DSP_REGNUM_MASK;
@ -2545,7 +2555,7 @@ static void pshader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0_param;
glsl_sample_function_t sample_function;
DWORD sampler_idx = ins->dst & WINED3DSP_REGNUM_MASK;
DWORD sampler_idx = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
DWORD sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
UINT mask_size;
@ -2588,7 +2598,7 @@ static void pshader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
static void pshader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0_param;
DWORD dstreg = ins->dst & WINED3DSP_REGNUM_MASK;
DWORD dstreg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
DWORD dst_mask;
unsigned int mask_size;
@ -2610,7 +2620,7 @@ static void pshader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
{
glsl_dst_param_t dst_param;
shader_glsl_add_dst_param(ins, ins->dst, 0, &dst_param);
shader_glsl_add_dst_param(ins, ins->dst[0].token, 0, &dst_param);
/* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
* Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
@ -2630,7 +2640,7 @@ static void pshader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
static void pshader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
DWORD dstreg = ins->dst & WINED3DSP_REGNUM_MASK;
DWORD dstreg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
glsl_src_param_t src0_param;
shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], src_mask, &src0_param);
@ -2644,7 +2654,7 @@ static void pshader_glsl_texm3x2depth(const struct wined3d_shader_instruction *i
static void pshader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
DWORD reg = ins->dst & WINED3DSP_REGNUM_MASK;
DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER *buffer = ins->buffer;
glsl_src_param_t src0_param;
@ -2658,7 +2668,7 @@ static void pshader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins
{
IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->shader;
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
DWORD reg = ins->dst & WINED3DSP_REGNUM_MASK;
DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER *buffer = ins->buffer;
SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
glsl_src_param_t src0_param;
@ -2671,7 +2681,7 @@ static void pshader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins
static void pshader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
DWORD reg = ins->dst & WINED3DSP_REGNUM_MASK;
DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER *buffer = ins->buffer;
glsl_src_param_t src0_param;
DWORD sampler_type = ins->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
@ -2692,7 +2702,7 @@ static void pshader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins
{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
glsl_src_param_t src0_param;
DWORD reg = ins->dst & WINED3DSP_REGNUM_MASK;
DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
DWORD sampler_type = ins->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
@ -2717,14 +2727,14 @@ static void pshader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
glsl_src_param_t src0_param;
char dst_mask[6];
DWORD reg = ins->dst & WINED3DSP_REGNUM_MASK;
DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], src_mask, &src0_param);
shader_glsl_append_dst(ins->buffer, ins);
shader_glsl_get_write_mask(ins->dst, dst_mask);
shader_glsl_get_write_mask(ins->dst[0].token, dst_mask);
shader_addline(ins->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
current_state->current_row = 0;
@ -2735,7 +2745,7 @@ static void pshader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
static void pshader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->shader;
DWORD reg = ins->dst & WINED3DSP_REGNUM_MASK;
DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
SHADER_BUFFER *buffer = ins->buffer;
@ -2766,7 +2776,7 @@ static void pshader_glsl_texm3x3spec(const struct wined3d_shader_instruction *in
static void pshader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->shader;
DWORD reg = ins->dst & WINED3DSP_REGNUM_MASK;
DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER *buffer = ins->buffer;
SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
glsl_src_param_t src0_param;
@ -2809,7 +2819,7 @@ static void pshader_glsl_texbem(const struct wined3d_shader_instruction *ins)
DWORD flags;
char coord_mask[6];
sampler_idx = ins->dst & WINED3DSP_REGNUM_MASK;
sampler_idx = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
@ -2849,7 +2859,7 @@ static void pshader_glsl_texbem(const struct wined3d_shader_instruction *ins)
glsl_dst_param_t dst_param;
shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_2, &luminance_param);
shader_glsl_add_dst_param(ins, ins->dst, ins->dst_addr, &dst_param);
shader_glsl_add_dst_param(ins, ins->dst[0].token, ins->dst[0].addr_token, &dst_param);
shader_addline(ins->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
dst_param.reg_name, dst_param.mask_str,
@ -2860,7 +2870,7 @@ static void pshader_glsl_texbem(const struct wined3d_shader_instruction *ins)
static void pshader_glsl_bem(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0_param, src1_param;
DWORD sampler_idx = ins->dst & WINED3DSP_REGNUM_MASK;
DWORD sampler_idx = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0],
WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
@ -2877,7 +2887,7 @@ static void pshader_glsl_bem(const struct wined3d_shader_instruction *ins)
static void pshader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0_param;
DWORD sampler_idx = ins->dst & WINED3DSP_REGNUM_MASK;
DWORD sampler_idx = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
DWORD sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
glsl_sample_function_t sample_function;
@ -2893,7 +2903,7 @@ static void pshader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
static void pshader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0_param;
DWORD sampler_idx = ins->dst & WINED3DSP_REGNUM_MASK;
DWORD sampler_idx = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
DWORD sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
glsl_sample_function_t sample_function;
@ -2909,7 +2919,7 @@ static void pshader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
static void pshader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0_param;
DWORD sampler_idx = ins->dst & WINED3DSP_REGNUM_MASK;
DWORD sampler_idx = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
DWORD sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
glsl_sample_function_t sample_function;
@ -2928,7 +2938,7 @@ static void pshader_glsl_texkill(const struct wined3d_shader_instruction *ins)
glsl_dst_param_t dst_param;
/* The argument is a destination parameter, and no writemasks are allowed */
shader_glsl_add_dst_param(ins, ins->dst, 0, &dst_param);
shader_glsl_add_dst_param(ins, ins->dst[0].token, 0, &dst_param);
if ((ins->reg_maps->shader_version >= WINED3DPS_VERSION(2,0)))
{
/* 2.0 shaders compare all 4 components in texkill */

View File

@ -450,6 +450,12 @@ typedef struct SHADER_OPCODE
DWORD max_version;
} SHADER_OPCODE;
struct wined3d_shader_dst_param
{
DWORD token;
DWORD addr_token;
};
struct wined3d_shader_instruction
{
IWineD3DBaseShader *shader;
@ -457,13 +463,12 @@ struct wined3d_shader_instruction
enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
DWORD flags;
BOOL coissue;
DWORD dst;
DWORD dst_addr;
DWORD predicate;
DWORD src[4];
DWORD src_addr[4];
SHADER_BUFFER *buffer;
UINT dst_count;
const struct wined3d_shader_dst_param *dst;
UINT src_count;
};