From 7b621655468f366a66c58aa1b007704a389b75e4 Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Fri, 3 Apr 2009 10:36:39 +0200 Subject: [PATCH] wined3d: Store the register index in struct wined3d_shader_dst_param. --- dlls/wined3d/arb_program_shader.c | 1 + dlls/wined3d/baseshader.c | 1 + dlls/wined3d/glsl_shader.c | 37 ++++++++++++++++--------------- dlls/wined3d/wined3d_private.h | 1 + 4 files changed, 22 insertions(+), 18 deletions(-) diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index aeee228e0f9..13f5341c66d 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -1584,6 +1584,7 @@ static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins) } for (i = 0; i < nComponents; i++) { + tmp_dst.register_idx = ins->dst[0].register_idx; 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); diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c index 6977aa5dea0..39120d40767 100644 --- a/dlls/wined3d/baseshader.c +++ b/dlls/wined3d/baseshader.c @@ -850,6 +850,7 @@ void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer, { dst_param.addr_token = 0; pToken += shader_get_param(pToken, shader_version, &dst_param.token, &dst_param.addr_token); + dst_param.register_idx = dst_param.token & WINED3DSP_REGNUM_MASK; } /* Predication token */ diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 64b0ed2948f..9ea193ec4bb 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -1917,7 +1917,7 @@ 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[0].token & WINED3DSP_REGNUM_MASK; + DWORD dstreg = ins->dst[0].register_idx; DWORD dstregtype = shader_get_regtype(ins->dst[0].token); /* Cycle through all source0 channels */ @@ -2086,6 +2086,7 @@ static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins) for (i = 0; i < nComponents; ++i) { + tmp_dst.register_idx = ins->dst[0].register_idx; 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); @@ -2394,7 +2395,7 @@ 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[0].token & WINED3DSP_REGNUM_MASK; + if (shader_version < WINED3DPS_VERSION(2,0)) sampler_idx = ins->dst[0].register_idx; else sampler_idx = ins->src[1] & WINED3DSP_REGNUM_MASK; sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK; @@ -2513,7 +2514,7 @@ 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[0].token & WINED3DSP_REGNUM_MASK; + DWORD reg = ins->dst[0].register_idx; 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; @@ -2555,7 +2556,7 @@ 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[0].token & WINED3DSP_REGNUM_MASK; + DWORD sampler_idx = ins->dst[0].register_idx; 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; @@ -2598,7 +2599,7 @@ 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[0].token & WINED3DSP_REGNUM_MASK; + DWORD dstreg = ins->dst[0].register_idx; DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; DWORD dst_mask; unsigned int mask_size; @@ -2640,7 +2641,7 @@ 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[0].token & WINED3DSP_REGNUM_MASK; + DWORD dstreg = ins->dst[0].register_idx; glsl_src_param_t src0_param; shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], src_mask, &src0_param); @@ -2654,7 +2655,7 @@ 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[0].token & WINED3DSP_REGNUM_MASK; + DWORD reg = ins->dst[0].register_idx; SHADER_BUFFER *buffer = ins->buffer; glsl_src_param_t src0_param; @@ -2668,7 +2669,7 @@ 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[0].token & WINED3DSP_REGNUM_MASK; + DWORD reg = ins->dst[0].register_idx; SHADER_BUFFER *buffer = ins->buffer; SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state; glsl_src_param_t src0_param; @@ -2681,7 +2682,7 @@ 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[0].token & WINED3DSP_REGNUM_MASK; + DWORD reg = ins->dst[0].register_idx; SHADER_BUFFER *buffer = ins->buffer; glsl_src_param_t src0_param; DWORD sampler_type = ins->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK; @@ -2702,7 +2703,7 @@ 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[0].token & WINED3DSP_REGNUM_MASK; + DWORD reg = ins->dst[0].register_idx; 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; @@ -2727,7 +2728,7 @@ 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[0].token & WINED3DSP_REGNUM_MASK; + DWORD reg = ins->dst[0].register_idx; IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader; SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; @@ -2745,7 +2746,7 @@ 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[0].token & WINED3DSP_REGNUM_MASK; + DWORD reg = ins->dst[0].register_idx; glsl_src_param_t src0_param; glsl_src_param_t src1_param; SHADER_BUFFER *buffer = ins->buffer; @@ -2776,7 +2777,7 @@ 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[0].token & WINED3DSP_REGNUM_MASK; + DWORD reg = ins->dst[0].register_idx; SHADER_BUFFER *buffer = ins->buffer; SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state; glsl_src_param_t src0_param; @@ -2819,7 +2820,7 @@ static void pshader_glsl_texbem(const struct wined3d_shader_instruction *ins) DWORD flags; char coord_mask[6]; - sampler_idx = ins->dst[0].token & WINED3DSP_REGNUM_MASK; + sampler_idx = ins->dst[0].register_idx; flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS]; sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK; @@ -2870,7 +2871,7 @@ 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[0].token & WINED3DSP_REGNUM_MASK; + DWORD sampler_idx = ins->dst[0].register_idx; shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param); @@ -2887,7 +2888,7 @@ 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[0].token & WINED3DSP_REGNUM_MASK; + DWORD sampler_idx = ins->dst[0].register_idx; DWORD sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK; glsl_sample_function_t sample_function; @@ -2903,7 +2904,7 @@ 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[0].token & WINED3DSP_REGNUM_MASK; + DWORD sampler_idx = ins->dst[0].register_idx; DWORD sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK; glsl_sample_function_t sample_function; @@ -2919,7 +2920,7 @@ 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[0].token & WINED3DSP_REGNUM_MASK; + DWORD sampler_idx = ins->dst[0].register_idx; DWORD sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK; glsl_sample_function_t sample_function; diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 45d0cbd9afa..9319aa90bae 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -452,6 +452,7 @@ typedef struct SHADER_OPCODE struct wined3d_shader_dst_param { + UINT register_idx; DWORD token; DWORD addr_token; };