wined3d: Store the register index in struct wined3d_shader_dst_param.

This commit is contained in:
Henri Verbeet 2009-04-03 10:36:39 +02:00 committed by Alexandre Julliard
parent 7245cd2b81
commit 7b62165546
4 changed files with 22 additions and 18 deletions

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@ -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);

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@ -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 */

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@ -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;

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@ -452,6 +452,7 @@ typedef struct SHADER_OPCODE
struct wined3d_shader_dst_param
{
UINT register_idx;
DWORD token;
DWORD addr_token;
};