wined3d: Simplify shader_glsl_cmp() and shader_glsl_cnd().

This commit is contained in:
Henri Verbeet 2009-04-07 11:09:12 +02:00 committed by Alexandre Julliard
parent a374ba54e5
commit a4c942f606
1 changed files with 17 additions and 13 deletions

View File

@ -1920,6 +1920,8 @@ static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
DWORD src2regtype = shader_get_regtype(ins->src[2]); DWORD src2regtype = shader_get_regtype(ins->src[2]);
DWORD dstreg = ins->dst[0].register_idx; DWORD dstreg = ins->dst[0].register_idx;
DWORD dstregtype = ins->dst[0].register_type; DWORD dstregtype = ins->dst[0].register_type;
DWORD dst_mask = ins->dst[0].write_mask;
struct wined3d_shader_dst_param dst = ins->dst[0];
/* Cycle through all source0 channels */ /* Cycle through all source0 channels */
for (i=0; i<4; i++) { for (i=0; i<4; i++) {
@ -1933,23 +1935,22 @@ static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
} }
} }
dst.write_mask = dst_mask & write_mask;
dst.token = (dst.token & ~WINED3DSP_WRITEMASK_ALL) | dst.write_mask;
/* Splitting the cmp instruction up in multiple lines imposes a problem: /* Splitting the cmp instruction up in multiple lines imposes a problem:
* The first lines may overwrite source parameters of the following lines. * The first lines may overwrite source parameters of the following lines.
* Deal with that by using a temporary destination register if needed * Deal with that by using a temporary destination register if needed
*/ */
if((src0reg == dstreg && src0regtype == dstregtype) || if ((src0reg == dstreg && src0regtype == dstregtype)
(src1reg == dstreg && src1regtype == dstregtype) || || (src1reg == dstreg && src1regtype == dstregtype)
(src2reg == dstreg && src2regtype == dstregtype)) { || (src2reg == dstreg && src2regtype == dstregtype))
{
write_mask = shader_glsl_get_write_mask(ins->dst[0].token & (~WINED3DSP_WRITEMASK_ALL | write_mask), write_mask = shader_glsl_get_write_mask(dst.token, mask_char);
mask_char);
if (!write_mask) continue; if (!write_mask) continue;
shader_addline(ins->buffer, "tmp0%s = (", mask_char); shader_addline(ins->buffer, "tmp0%s = (", mask_char);
temp_destination = TRUE; temp_destination = TRUE;
} else { } else {
struct wined3d_shader_dst_param dst = ins->dst[0];
dst.write_mask &= write_mask;
dst.token &= ~WINED3DSP_WRITEMASK_ALL | write_mask;
write_mask = shader_glsl_append_dst_ext(ins->buffer, ins, &dst); write_mask = shader_glsl_append_dst_ext(ins->buffer, ins, &dst);
if (!write_mask) continue; if (!write_mask) continue;
} }
@ -1976,11 +1977,13 @@ static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
* the compare is done per component of src0. */ * the compare is done per component of src0. */
static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins) static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
{ {
struct wined3d_shader_dst_param dst;
glsl_src_param_t src0_param; glsl_src_param_t src0_param;
glsl_src_param_t src1_param; glsl_src_param_t src1_param;
glsl_src_param_t src2_param; glsl_src_param_t src2_param;
DWORD write_mask, cmp_channel = 0; DWORD write_mask, cmp_channel = 0;
unsigned int i, j; unsigned int i, j;
DWORD dst_mask;
if (ins->reg_maps->shader_version < WINED3DPS_VERSION(1, 4)) if (ins->reg_maps->shader_version < WINED3DPS_VERSION(1, 4))
{ {
@ -2000,8 +2003,9 @@ static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
return; return;
} }
/* Cycle through all source0 channels */ /* Cycle through all source0 channels */
dst_mask = ins->dst[0].write_mask;
dst = ins->dst[0];
for (i=0; i<4; i++) { for (i=0; i<4; i++) {
struct wined3d_shader_dst_param dst;
write_mask = 0; write_mask = 0;
/* Find the destination channels which use the current source0 channel */ /* Find the destination channels which use the current source0 channel */
for (j=0; j<4; j++) { for (j=0; j<4; j++) {
@ -2011,9 +2015,9 @@ static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
cmp_channel = WINED3DSP_WRITEMASK_0 << j; cmp_channel = WINED3DSP_WRITEMASK_0 << j;
} }
} }
dst = ins->dst[0];
dst.write_mask &= write_mask; dst.write_mask = dst_mask & write_mask;
dst.token &= ~WINED3DSP_WRITEMASK_ALL | write_mask; dst.token = (dst.token & ~WINED3DSP_WRITEMASK_ALL) | dst.write_mask;
write_mask = shader_glsl_append_dst_ext(ins->buffer, ins, &dst); write_mask = shader_glsl_append_dst_ext(ins->buffer, ins, &dst);
if (!write_mask) continue; if (!write_mask) continue;