wined3d: Add a function to read a destination parameter from SM1-3 bytecode.
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4e97e430d9
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@ -191,6 +191,18 @@ static void shader_parse_src_param(DWORD param, const struct wined3d_shader_src_
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src->rel_addr = rel_addr;
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}
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static void shader_parse_dst_param(DWORD param, const struct wined3d_shader_src_param *rel_addr,
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struct wined3d_shader_dst_param *dst)
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{
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dst->register_type = ((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT)
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| ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2);
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dst->register_idx = param & WINED3DSP_REGNUM_MASK;
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dst->write_mask = param & WINED3DSP_WRITEMASK_ALL;
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dst->modifiers = (param & WINED3DSP_DSTMOD_MASK) >> WINED3DSP_DSTMOD_SHIFT;
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dst->shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
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dst->rel_addr = rel_addr;
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}
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static void shader_sm1_read_opcode(const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size,
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const SHADER_OPCODE *opcode_table, DWORD shader_version)
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{
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@ -233,6 +245,23 @@ static void shader_sm1_read_src_param(const DWORD **ptr, struct wined3d_shader_s
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}
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}
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static void shader_sm1_read_dst_param(const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
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struct wined3d_shader_src_param *dst_rel_addr, DWORD shader_version)
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{
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DWORD token, addr_token;
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*ptr += shader_get_param(*ptr, shader_version, &token, &addr_token);
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if (token & WINED3DSHADER_ADDRMODE_RELATIVE)
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{
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shader_parse_src_param(addr_token, NULL, dst_rel_addr);
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shader_parse_dst_param(token, dst_rel_addr, dst_param);
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}
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else
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{
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shader_parse_dst_param(token, NULL, dst_param);
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}
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}
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static const char *shader_opcode_names[] =
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{
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/* WINED3DSIH_ABS */ "abs",
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@ -439,18 +468,6 @@ static void shader_delete_constant_list(struct list* clist) {
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list_init(clist);
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}
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static void shader_parse_dst_param(DWORD param, const struct wined3d_shader_src_param *rel_addr,
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struct wined3d_shader_dst_param *dst)
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{
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dst->register_type = ((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT)
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| ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2);
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dst->register_idx = param & WINED3DSP_REGNUM_MASK;
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dst->write_mask = param & WINED3DSP_WRITEMASK_ALL;
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dst->modifiers = (param & WINED3DSP_DSTMOD_MASK) >> WINED3DSP_DSTMOD_SHIFT;
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dst->shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
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dst->rel_addr = rel_addr;
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}
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/* Note that this does not count the loop register
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* as an address register. */
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@ -1115,21 +1132,7 @@ void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer,
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}
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/* Destination token */
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if (ins.dst_count)
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{
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DWORD param, addr_param;
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pToken += shader_get_param(pToken, shader_version, ¶m, &addr_param);
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if (param & WINED3DSHADER_ADDRMODE_RELATIVE)
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{
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shader_parse_src_param(addr_param, NULL, &dst_rel_addr);
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shader_parse_dst_param(param, &dst_rel_addr, &dst_param);
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}
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else
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{
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shader_parse_dst_param(param, NULL, &dst_param);
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}
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}
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if (ins.dst_count) shader_sm1_read_dst_param(&pToken, &dst_param, &dst_rel_addr, shader_version);
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/* Predication token */
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if (ins.predicate) ins.predicate = *pToken++;
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