wined3d: Hardcode local constants in ARB shaders if possible.

This commit is contained in:
Stefan Dösinger 2008-02-14 14:15:49 +01:00 committed by Alexandre Julliard
parent 107e80a79c
commit aeb0e43e3e
3 changed files with 114 additions and 76 deletions

View File

@ -100,22 +100,26 @@ static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, Win
checkGLcall("glProgramEnvParameter4fvARB()");
/* Load immediate constants */
if (TRACE_ON(d3d_shader)) {
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
GLfloat* values = (GLfloat*)lconst->value;
TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
values[0], values[1], values[2], values[3]);
if(This->baseShader.load_local_constsF) {
if (TRACE_ON(d3d_shader)) {
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
GLfloat* values = (GLfloat*)lconst->value;
TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
values[0], values[1], values[2], values[3]);
}
}
/* Immediate constants are clamped for 1.X shaders at loading times */
ret = 0;
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
ret = max(ret, lconst->idx);
GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
}
checkGLcall("glProgramEnvParameter4fvARB()");
return ret; /* The loaded immediate constants need reloading for the next shader */
} else {
return 0; /* No constants are dirty now */
}
/* Immediate constants are clamped for 1.X shaders at loading times */
ret = 0;
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
ret = max(ret, lconst->idx);
GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
}
checkGLcall("glProgramEnvParameter4fvARB()");
return ret;
}
/**
@ -220,6 +224,7 @@ void shader_generate_arb_declarations(
unsigned max_constantsF = min(This->baseShader.limits.constant_float,
(pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
UINT extra_constants_needed = 0;
local_constant* lconst;
/* Temporary Output register */
shader_addline(buffer, "TEMP TMP_OUT;\n");
@ -314,9 +319,32 @@ void shader_generate_arb_declarations(
ps_impl->srgb_mode_hardcoded = 1;
}
/* Need to PARAM the environment parameters (constants) so we can use relative addressing */
shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
max_constantsF, max_constantsF - 1);
/* Hardcodable local constants */
if(!This->baseShader.load_local_constsF) {
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
float *value = (float *) lconst->value;
shader_addline(buffer, "PARAM C%u = {%f, %f, %f, %f};\n", lconst->idx,
value[0], value[1], value[2], value[3]);
}
}
/* we use the array-based constants array if the local constants are marked for loading,
* because then we use indirect addressing, or when the local constant list is empty,
* because then we don't know if we're using indirect addressing or not. If we're hardcoding
* local constants do not declare the loaded constants as an array because ARB compilers usually
* do not optimize unused constants away
*/
if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
/* Need to PARAM the environment parameters (constants) so we can use relative addressing */
shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
max_constantsF, max_constantsF - 1);
} else {
for(i = 0; i < max_constantsF; i++) {
if(!shader_constant_is_local(This, i)) {
shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
}
}
}
}
static const char * const shift_tab[] = {
@ -388,11 +416,12 @@ static void shader_arb_get_swizzle(const DWORD param, BOOL fixup, char *swizzle_
*ptr = '\0';
}
static void pshader_get_register_name(
static void pshader_get_register_name(IWineD3DBaseShader* iface,
const DWORD param, char* regstr) {
DWORD reg = param & WINED3DSP_REGNUM_MASK;
DWORD regtype = shader_get_regtype(param);
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
switch (regtype) {
case WINED3DSPR_TEMP:
@ -406,7 +435,11 @@ static void pshader_get_register_name(
}
break;
case WINED3DSPR_CONST:
sprintf(regstr, "C[%u]", reg);
if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
sprintf(regstr, "C[%u]", reg);
} else {
sprintf(regstr, "C%u", reg);
}
break;
case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
sprintf(regstr,"T%u", reg);
@ -476,7 +509,11 @@ static void vshader_program_add_param(SHADER_OPCODE_ARG *arg, const DWORD param,
sprintf(tmpReg, "C[A0.x - %u]", -reg + This->rel_offset);
}
} else {
sprintf(tmpReg, "C[%u]", reg);
if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
sprintf(tmpReg, "C[%u]", reg);
} else {
sprintf(tmpReg, "C%u", reg);
}
}
strcat(hwLine, tmpReg);
break;
@ -630,7 +667,7 @@ static void shader_arb_color_correction(SHADER_OPCODE_ARG* arg) {
shader->baseShader.sampled_format[sampler_idx] = conversion_group;
}
pshader_get_register_name(arg->dst, reg);
pshader_get_register_name(arg->shader, arg->dst, reg);
shader_arb_get_write_mask(arg, arg->dst, writemask);
if(strlen(writemask) == 0) strcpy(writemask, ".xyzw");
@ -751,6 +788,7 @@ static void shader_arb_color_correction(SHADER_OPCODE_ARG* arg) {
static void pshader_gen_input_modifier_line (
IWineD3DBaseShader *iface,
SHADER_BUFFER* buffer,
const DWORD instr,
int tmpreg,
@ -765,7 +803,7 @@ static void pshader_gen_input_modifier_line (
insert_line = 1;
/* Get register name */
pshader_get_register_name(instr, regstr);
pshader_get_register_name(iface, instr, regstr);
shader_arb_get_swizzle(instr, FALSE, swzstr);
switch (instr & WINED3DSP_SRCMOD_MASK) {
@ -836,12 +874,12 @@ void pshader_hw_bem(SHADER_OPCODE_ARG* arg) {
char src_name[2][50];
char dst_wmask[20];
pshader_get_register_name(arg->dst, dst_name);
pshader_get_register_name(arg->shader, arg->dst, dst_name);
shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
strcat(dst_name, dst_wmask);
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name[0]);
pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1]);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
if(This->bumpenvmatconst != -1) {
/* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
@ -869,13 +907,13 @@ void pshader_hw_cnd(SHADER_OPCODE_ARG* arg) {
/* FIXME: support output modifiers */
/* Handle output register */
pshader_get_register_name(arg->dst, dst_name);
pshader_get_register_name(arg->shader, arg->dst, dst_name);
shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
/* Generate input register names (with modifiers) */
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name[0]);
pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1]);
pshader_gen_input_modifier_line(buffer, arg->src[2], 2, src_name[2]);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
/* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
if (shader->baseShader.hex_version <= WINED3DPS_VERSION(1, 3) &&
@ -902,13 +940,13 @@ void pshader_hw_cmp(SHADER_OPCODE_ARG* arg) {
/* FIXME: support output modifiers */
/* Handle output register */
pshader_get_register_name(arg->dst, dst_name);
pshader_get_register_name(arg->shader, arg->dst, dst_name);
shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
/* Generate input register names (with modifiers) */
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name[0]);
pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1]);
pshader_gen_input_modifier_line(buffer, arg->src[2], 2, src_name[2]);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
shader_addline(buffer, "CMP%s %s%s, %s, %s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
src_name[0], src_name[2], src_name[1]);
@ -927,12 +965,12 @@ void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg) {
DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
pshader_get_register_name(arg->dst, dst_name);
pshader_get_register_name(arg->shader, arg->dst, dst_name);
shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name[0]);
pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1]);
pshader_gen_input_modifier_line(buffer, arg->src[2], 2, src_name[2]);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
/* Emulate a DP2 with a DP3 and 0.0 */
shader_addline(buffer, "MOV TMP, %s;\n", src_name[0]);
@ -987,10 +1025,10 @@ void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
/* Generate input register names (with modifiers) */
for (i = 1; i < curOpcode->num_params; ++i)
pshader_gen_input_modifier_line(buffer, src[i-1], i-1, operands[i]);
pshader_gen_input_modifier_line(arg->shader, buffer, src[i-1], i-1, operands[i]);
/* Handle output register */
pshader_get_register_name(dst, output_rname);
pshader_get_register_name(arg->shader, dst, output_rname);
strcpy(operands[0], output_rname);
shader_arb_get_write_mask(arg, dst, output_wmask);
strcat(operands[0], output_wmask);
@ -1021,7 +1059,7 @@ void pshader_hw_texkill(SHADER_OPCODE_ARG* arg) {
/* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
* but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
*/
pshader_get_register_name(arg->dst, reg_dest);
pshader_get_register_name(arg->shader, arg->dst, reg_dest);
if(hex_version >= WINED3DPS_VERSION(2,0)) {
/* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
@ -1053,14 +1091,14 @@ void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
/* All versions have a destination register */
reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
pshader_get_register_name(dst, reg_dest);
pshader_get_register_name(arg->shader, dst, reg_dest);
/* 1.0-1.3: Use destination register as coordinate source.
1.4+: Use provided coordinate source register. */
if (hex_version < WINED3DPS_VERSION(1,4))
strcpy(reg_coord, reg_dest);
else
pshader_gen_input_modifier_line(buffer, src[0], 0, reg_coord);
pshader_gen_input_modifier_line(arg->shader, buffer, src[0], 0, reg_coord);
/* 1.0-1.4: Use destination register number as texture code.
2.0+: Use provided sampler number as texure code. */
@ -1116,7 +1154,7 @@ void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) {
DWORD reg1 = dst & WINED3DSP_REGNUM_MASK;
char reg_src[40];
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, reg_src);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, reg_src);
shader_addline(buffer, "MOV R%u%s, %s;\n", reg1, tmp, reg_src);
}
}
@ -1133,7 +1171,7 @@ void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) {
char src_str[50];
sprintf(dst_str, "T%u", reg1);
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_str);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
shader_addline(buffer, "MOV TMP.r, %s.a;\n", src_str);
shader_addline(buffer, "MOV TMP.g, %s.r;\n", src_str);
flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
@ -1152,7 +1190,7 @@ void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
char src_str[50];
sprintf(dst_str, "T%u", reg1);
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_str);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
shader_addline(buffer, "MOV TMP.r, %s.g;\n", src_str);
shader_addline(buffer, "MOV TMP.g, %s.b;\n", src_str);
flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
@ -1170,7 +1208,7 @@ void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg) {
char src_str[50];
sprintf(dst_str, "T%u", reg1);
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_str);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
shader_hw_sample(arg, reg1, dst_str, src_str, FALSE, FALSE);
}
@ -1188,7 +1226,7 @@ void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
/* All versions have a destination register */
reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
/* Can directly use the name because texbem is only valid for <= 1.3 shaders */
pshader_get_register_name(dst, reg_coord);
pshader_get_register_name(arg->shader, dst, reg_coord);
if(This->bumpenvmatconst != -1) {
/* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
@ -1235,7 +1273,7 @@ void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) {
SHADER_BUFFER* buffer = arg->buffer;
char src0_name[50];
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name);
}
@ -1250,7 +1288,7 @@ void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
char src0_name[50];
sprintf(dst_str, "T%u", reg);
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", reg, src0_name);
flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
@ -1264,7 +1302,7 @@ void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) {
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
char src0_name[50];
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
shader_addline(buffer, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state->current_row, reg, src0_name);
current_state->texcoord_w[current_state->current_row++] = reg;
}
@ -1280,7 +1318,7 @@ void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) {
char dst_str[8];
char src0_name[50];
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
/* Sample the texture using the calculated coordinates */
@ -1301,7 +1339,7 @@ void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
char dst_str[8];
char src0_name[50];
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
/* Construct the eye-ray vector from w coordinates */
@ -1338,7 +1376,7 @@ void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
char dst_str[8];
char src0_name[50];
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
/* Calculate reflection vector.
@ -1372,7 +1410,7 @@ void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg) {
* parameter. According to the msdn, this must be register r5, but let's keep it more flexible
* here
*/
pshader_get_register_name(arg->dst, dst_name);
pshader_get_register_name(arg->shader, arg->dst, dst_name);
/* According to the msdn, the source register(must be r5) is unusable after
* the texdepth instruction, so we're free to modify it
@ -1398,7 +1436,7 @@ void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg) {
char src0[50];
char dst_str[8];
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
shader_addline(buffer, "MOV TMP, 0.0;\n");
shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", sampler_idx, src0);
@ -1416,10 +1454,10 @@ void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg) {
SHADER_BUFFER* buffer = arg->buffer;
/* Handle output register */
pshader_get_register_name(arg->dst, dst_str);
pshader_get_register_name(arg->shader, arg->dst, dst_str);
shader_arb_get_write_mask(arg, arg->dst, dst_mask);
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
shader_addline(buffer, "DP3 %s%s, T%u, %s;\n", dst_str, dst_mask, dstreg, src0);
/* TODO: Handle output modifiers */
@ -1434,10 +1472,10 @@ void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg) {
char src0[50];
DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK;
pshader_get_register_name(arg->dst, dst_str);
pshader_get_register_name(arg->shader, arg->dst, dst_str);
shader_arb_get_write_mask(arg, arg->dst, dst_mask);
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", dst_reg, src0);
shader_addline(buffer, "MOV %s%s, TMP;\n", dst_str, dst_mask);
@ -1454,7 +1492,7 @@ void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg) {
DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK;
char src0[50];
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", dst_reg, src0);
/* How to deal with the special case dst_name.g == 0? if r != 0, then
@ -1548,10 +1586,10 @@ void shader_hw_nrm(SHADER_OPCODE_ARG* arg) {
DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
pshader_get_register_name(arg->dst, dst_name);
pshader_get_register_name(arg->shader, arg->dst, dst_name);
shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name);
shader_addline(buffer, "DP3 TMP, %s, %s;\n", src_name, src_name);
shader_addline(buffer, "RSQ TMP, TMP.x;\n");
/* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
@ -1574,10 +1612,10 @@ void shader_hw_sincos(SHADER_OPCODE_ARG* arg) {
DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
pshader_get_register_name(arg->dst, dst_name);
pshader_get_register_name(arg->shader, arg->dst, dst_name);
shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name);
shader_addline(buffer, "SCS%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
src_name);

View File

@ -780,17 +780,6 @@ static void shader_glsl_gen_modifier (
}
}
static BOOL constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
local_constant* lconst;
if(This->baseShader.load_local_constsF) return FALSE;
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
if(lconst->idx == reg) return TRUE;
}
return FALSE;
}
/** Writes the GLSL variable name that corresponds to the register that the
* DX opcode parameter is trying to access */
static void shader_glsl_get_register_name(
@ -877,7 +866,7 @@ static void shader_glsl_get_register_name(
}
} else {
if(constant_is_local(This, reg)) {
if(shader_constant_is_local(This, reg)) {
sprintf(tmpStr, "LC%u", reg);
} else {
sprintf(tmpStr, "%s[%u]", prefix, reg);

View File

@ -2178,6 +2178,17 @@ static inline BOOL shader_is_scalar(DWORD param) {
}
}
static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
local_constant* lconst;
if(This->baseShader.load_local_constsF) return FALSE;
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
if(lconst->idx == reg) return TRUE;
}
return FALSE;
}
/* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
* so upload them above that
*/