wined3d: Store the register index in struct wined3d_shader_dst_param.
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7245cd2b81
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7b62165546
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@ -1584,6 +1584,7 @@ static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
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}
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for (i = 0; i < nComponents; i++) {
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tmp_dst.register_idx = ins->dst[0].register_idx;
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tmp_dst.token = ((ins->dst[0].token) & ~WINED3DSP_WRITEMASK_ALL) | (WINED3DSP_WRITEMASK_0 << i);
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tmp_ins.src[1] = ins->src[1]+i;
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shader_hw_map2gl(&tmp_ins);
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@ -850,6 +850,7 @@ void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer,
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{
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dst_param.addr_token = 0;
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pToken += shader_get_param(pToken, shader_version, &dst_param.token, &dst_param.addr_token);
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dst_param.register_idx = dst_param.token & WINED3DSP_REGNUM_MASK;
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}
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/* Predication token */
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@ -1917,7 +1917,7 @@ static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
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DWORD src0regtype = shader_get_regtype(ins->src[0]);
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DWORD src1regtype = shader_get_regtype(ins->src[1]);
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DWORD src2regtype = shader_get_regtype(ins->src[2]);
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DWORD dstreg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
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DWORD dstreg = ins->dst[0].register_idx;
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DWORD dstregtype = shader_get_regtype(ins->dst[0].token);
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/* Cycle through all source0 channels */
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@ -2086,6 +2086,7 @@ static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
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for (i = 0; i < nComponents; ++i)
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{
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tmp_dst.register_idx = ins->dst[0].register_idx;
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tmp_dst.token = ((ins->dst[0].token) & ~WINED3DSP_WRITEMASK_ALL) | (WINED3DSP_WRITEMASK_0 << i);
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tmp_ins.src[1] = ins->src[1] + i;
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shader_glsl_dot(&tmp_ins);
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@ -2394,7 +2395,7 @@ static void pshader_glsl_tex(const struct wined3d_shader_instruction *ins)
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/* 1.0-1.4: Use destination register as sampler source.
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* 2.0+: Use provided sampler source. */
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if (shader_version < WINED3DPS_VERSION(2,0)) sampler_idx = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
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if (shader_version < WINED3DPS_VERSION(2,0)) sampler_idx = ins->dst[0].register_idx;
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else sampler_idx = ins->src[1] & WINED3DSP_REGNUM_MASK;
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sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
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@ -2513,7 +2514,7 @@ static void pshader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
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if (ins->reg_maps->shader_version != WINED3DPS_VERSION(1,4))
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{
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DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
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DWORD reg = ins->dst[0].register_idx;
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shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg, dst_mask);
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} else {
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DWORD reg = ins->src[0] & WINED3DSP_REGNUM_MASK;
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@ -2555,7 +2556,7 @@ static void pshader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
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{
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glsl_src_param_t src0_param;
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glsl_sample_function_t sample_function;
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DWORD sampler_idx = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
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DWORD sampler_idx = ins->dst[0].register_idx;
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DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
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DWORD sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
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UINT mask_size;
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@ -2598,7 +2599,7 @@ static void pshader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
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static void pshader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
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{
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glsl_src_param_t src0_param;
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DWORD dstreg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
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DWORD dstreg = ins->dst[0].register_idx;
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DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
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DWORD dst_mask;
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unsigned int mask_size;
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@ -2640,7 +2641,7 @@ static void pshader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
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static void pshader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
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{
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DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
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DWORD dstreg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
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DWORD dstreg = ins->dst[0].register_idx;
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glsl_src_param_t src0_param;
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shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], src_mask, &src0_param);
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@ -2654,7 +2655,7 @@ static void pshader_glsl_texm3x2depth(const struct wined3d_shader_instruction *i
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static void pshader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
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{
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DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
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DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
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DWORD reg = ins->dst[0].register_idx;
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SHADER_BUFFER *buffer = ins->buffer;
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glsl_src_param_t src0_param;
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@ -2668,7 +2669,7 @@ static void pshader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins
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{
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IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->shader;
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DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
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DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
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DWORD reg = ins->dst[0].register_idx;
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SHADER_BUFFER *buffer = ins->buffer;
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SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
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glsl_src_param_t src0_param;
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@ -2681,7 +2682,7 @@ static void pshader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins
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static void pshader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
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{
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DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
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DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
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DWORD reg = ins->dst[0].register_idx;
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SHADER_BUFFER *buffer = ins->buffer;
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glsl_src_param_t src0_param;
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DWORD sampler_type = ins->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
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@ -2702,7 +2703,7 @@ static void pshader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins
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{
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DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
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glsl_src_param_t src0_param;
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DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
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DWORD reg = ins->dst[0].register_idx;
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IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
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SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
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DWORD sampler_type = ins->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
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@ -2727,7 +2728,7 @@ static void pshader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
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DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
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glsl_src_param_t src0_param;
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char dst_mask[6];
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DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
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DWORD reg = ins->dst[0].register_idx;
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IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
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SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
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@ -2745,7 +2746,7 @@ static void pshader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
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static void pshader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
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{
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IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->shader;
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DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
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DWORD reg = ins->dst[0].register_idx;
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glsl_src_param_t src0_param;
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glsl_src_param_t src1_param;
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SHADER_BUFFER *buffer = ins->buffer;
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@ -2776,7 +2777,7 @@ static void pshader_glsl_texm3x3spec(const struct wined3d_shader_instruction *in
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static void pshader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
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{
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IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->shader;
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DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
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DWORD reg = ins->dst[0].register_idx;
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SHADER_BUFFER *buffer = ins->buffer;
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SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
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glsl_src_param_t src0_param;
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@ -2819,7 +2820,7 @@ static void pshader_glsl_texbem(const struct wined3d_shader_instruction *ins)
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DWORD flags;
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char coord_mask[6];
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sampler_idx = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
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sampler_idx = ins->dst[0].register_idx;
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flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
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sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
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@ -2870,7 +2871,7 @@ static void pshader_glsl_texbem(const struct wined3d_shader_instruction *ins)
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static void pshader_glsl_bem(const struct wined3d_shader_instruction *ins)
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{
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glsl_src_param_t src0_param, src1_param;
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DWORD sampler_idx = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
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DWORD sampler_idx = ins->dst[0].register_idx;
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shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0],
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WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
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@ -2887,7 +2888,7 @@ static void pshader_glsl_bem(const struct wined3d_shader_instruction *ins)
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static void pshader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
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{
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glsl_src_param_t src0_param;
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DWORD sampler_idx = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
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DWORD sampler_idx = ins->dst[0].register_idx;
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DWORD sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
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glsl_sample_function_t sample_function;
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@ -2903,7 +2904,7 @@ static void pshader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
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static void pshader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
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{
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glsl_src_param_t src0_param;
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DWORD sampler_idx = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
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DWORD sampler_idx = ins->dst[0].register_idx;
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DWORD sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
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glsl_sample_function_t sample_function;
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@ -2919,7 +2920,7 @@ static void pshader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
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static void pshader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
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{
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glsl_src_param_t src0_param;
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DWORD sampler_idx = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
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DWORD sampler_idx = ins->dst[0].register_idx;
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DWORD sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
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glsl_sample_function_t sample_function;
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@ -452,6 +452,7 @@ typedef struct SHADER_OPCODE
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struct wined3d_shader_dst_param
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{
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UINT register_idx;
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DWORD token;
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DWORD addr_token;
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};
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