wined3d: Pass a struct wined3d_shader_src_param to shader_glsl_get_register_name() for the relative addressing token.

This commit is contained in:
Henri Verbeet 2009-04-17 09:46:57 +02:00 committed by Alexandre Julliard
parent 915b91757f
commit c7660c57a0
1 changed files with 5 additions and 6 deletions

View File

@ -1022,7 +1022,7 @@ static void shader_glsl_gen_modifier (
/** 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(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx,
BOOL rel_addr, const DWORD addr_token, char *register_name, BOOL *is_color,
const struct wined3d_shader_src_param *rel_addr, char *register_name, BOOL *is_color,
const struct wined3d_shader_instruction *ins)
{
/* oPos, oFog and oPts in D3D */
@ -1051,7 +1051,7 @@ static void shader_glsl_get_register_name(WINED3DSHADER_PARAM_REGISTER_TYPE regi
if (rel_addr)
{
glsl_src_param_t rel_param;
shader_glsl_add_src_param(ins, addr_token, NULL, WINED3DSP_WRITEMASK_0, &rel_param);
shader_glsl_add_src_param(ins, rel_addr->token, NULL, WINED3DSP_WRITEMASK_0, &rel_param);
/* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
* operation there
@ -1106,7 +1106,7 @@ static void shader_glsl_get_register_name(WINED3DSHADER_PARAM_REGISTER_TYPE regi
if (rel_addr)
{
glsl_src_param_t rel_param;
shader_glsl_add_src_param(ins, addr_token, NULL, WINED3DSP_WRITEMASK_0, &rel_param);
shader_glsl_add_src_param(ins, rel_addr->token, NULL, WINED3DSP_WRITEMASK_0, &rel_param);
if (register_idx)
sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, register_idx);
else
@ -1277,7 +1277,7 @@ static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *i
swizzle_str[0] = '\0';
shader_glsl_get_register_name(shader_get_regtype(param), param & WINED3DSP_REGNUM_MASK,
!!addr_param, addr_param ? addr_param->token : 0, src_param->reg_name, &is_color, ins);
addr_param, src_param->reg_name, &is_color, ins);
shader_glsl_get_swizzle(param, is_color, mask, swizzle_str);
shader_glsl_gen_modifier(param, src_param->reg_name, swizzle_str, src_param->param_str);
@ -1295,8 +1295,7 @@ static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *
glsl_dst->reg_name[0] = '\0';
shader_glsl_get_register_name(wined3d_dst->register_type, wined3d_dst->register_idx,
!!wined3d_dst->rel_addr, wined3d_dst->rel_addr ? wined3d_dst->rel_addr->token : 0,
glsl_dst->reg_name, &is_color, ins);
wined3d_dst->rel_addr, glsl_dst->reg_name, &is_color, ins);
return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
}