wined3d: Pass a struct wined3d_shader_src_param to shader_glsl_get_register_name() for the relative addressing token.
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@ -1022,7 +1022,7 @@ static void shader_glsl_gen_modifier (
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/** Writes the GLSL variable name that corresponds to the register that the
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* DX opcode parameter is trying to access */
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static void shader_glsl_get_register_name(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx,
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BOOL rel_addr, const DWORD addr_token, char *register_name, BOOL *is_color,
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const struct wined3d_shader_src_param *rel_addr, char *register_name, BOOL *is_color,
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const struct wined3d_shader_instruction *ins)
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{
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/* oPos, oFog and oPts in D3D */
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@ -1051,7 +1051,7 @@ static void shader_glsl_get_register_name(WINED3DSHADER_PARAM_REGISTER_TYPE regi
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if (rel_addr)
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{
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glsl_src_param_t rel_param;
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shader_glsl_add_src_param(ins, addr_token, NULL, WINED3DSP_WRITEMASK_0, &rel_param);
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shader_glsl_add_src_param(ins, rel_addr->token, NULL, WINED3DSP_WRITEMASK_0, &rel_param);
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/* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
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* operation there
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@ -1106,7 +1106,7 @@ static void shader_glsl_get_register_name(WINED3DSHADER_PARAM_REGISTER_TYPE regi
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if (rel_addr)
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{
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glsl_src_param_t rel_param;
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shader_glsl_add_src_param(ins, addr_token, NULL, WINED3DSP_WRITEMASK_0, &rel_param);
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shader_glsl_add_src_param(ins, rel_addr->token, NULL, WINED3DSP_WRITEMASK_0, &rel_param);
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if (register_idx)
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sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, register_idx);
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else
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@ -1277,7 +1277,7 @@ static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *i
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swizzle_str[0] = '\0';
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shader_glsl_get_register_name(shader_get_regtype(param), param & WINED3DSP_REGNUM_MASK,
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!!addr_param, addr_param ? addr_param->token : 0, src_param->reg_name, &is_color, ins);
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addr_param, src_param->reg_name, &is_color, ins);
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shader_glsl_get_swizzle(param, is_color, mask, swizzle_str);
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shader_glsl_gen_modifier(param, src_param->reg_name, swizzle_str, src_param->param_str);
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@ -1295,8 +1295,7 @@ static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *
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glsl_dst->reg_name[0] = '\0';
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shader_glsl_get_register_name(wined3d_dst->register_type, wined3d_dst->register_idx,
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!!wined3d_dst->rel_addr, wined3d_dst->rel_addr ? wined3d_dst->rel_addr->token : 0,
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glsl_dst->reg_name, &is_color, ins);
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wined3d_dst->rel_addr, glsl_dst->reg_name, &is_color, ins);
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return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
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}
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