wined3d: Clean up register use maps.

This commit is contained in:
Ivan Gyurdiev 2006-05-21 17:16:17 -04:00 committed by Alexandre Julliard
parent d59eeb3ee5
commit cb973648ab
2 changed files with 39 additions and 32 deletions

View File

@ -30,6 +30,12 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
#define GLNAME_REQUIRE_GLSL ((const char *)1)
typedef struct shader_reg_maps {
DWORD texcoord;
DWORD temporary;
DWORD address;
} shader_reg_maps;
inline static BOOL shader_is_version_token(DWORD token) {
return shader_is_pshader_version(token) ||
shader_is_vshader_version(token);
@ -153,26 +159,22 @@ int shader_skip_unrecognized(
return tokens_read;
}
/* Note: For vertex shaders,
* texUsed = addrUsed, and
* D3DSPR_TEXTURE = D3DSPR_ADDR.
*
* Also note that this does not count the loop register
* as an address register. */
/* Note that this does not count the loop register
* as an address register. */
void shader_get_registers_used(
static void shader_get_registers_used(
IWineD3DBaseShader *iface,
shader_reg_maps* reg_maps,
CONST DWORD* pToken) {
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
DWORD* tempsUsed = &This->baseShader.temps_used;
DWORD* texUsed = &This->baseShader.textures_used;
if (pToken == NULL)
return;
*tempsUsed = 0;
*texUsed = 0;
reg_maps->temporary = 0;
reg_maps->texcoord = 0;
reg_maps->address = 0;
while (D3DVS_END() != *pToken) {
CONST SHADER_OPCODE* curOpcode;
@ -233,10 +235,16 @@ void shader_get_registers_used(
regtype = (param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT;
reg = param & D3DSP_REGNUM_MASK;
if (D3DSPR_TEXTURE == regtype)
*texUsed |= (1 << reg);
if (D3DSPR_TEXTURE == regtype) { /* vs: D3DSPR_ADDR */
if (shader_is_pshader_version(This->baseShader.hex_version))
reg_maps->texcoord |= (1 << reg);
else
reg_maps->address |= (1 << reg);
}
if (D3DSPR_TEMP == regtype)
*tempsUsed |= (1 << reg);
reg_maps->temporary |= (1 << reg);
}
}
}
@ -498,30 +506,33 @@ void shader_dump_param(
/** Generate the variable & register declarations for the ARB_vertex_program
output target */
void generate_arb_declarations(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer) {
void generate_arb_declarations(
IWineD3DBaseShader *iface,
shader_reg_maps* reg_maps,
SHADER_BUFFER* buffer) {
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
DWORD i;
for(i = 0; i < This->baseShader.limits.temporary; i++) {
if (This->baseShader.temps_used & (1 << i))
if (reg_maps->temporary & (1 << i))
shader_addline(buffer, "TEMP R%lu;\n", i);
}
for (i = 0; i < This->baseShader.limits.address; i++) {
if (This->baseShader.textures_used & (1 << i))
if (reg_maps->address & (1 << i))
shader_addline(buffer, "ADDRESS A%ld;\n", i);
}
for(i = 0; i < This->baseShader.limits.texture; i++) {
if (This->baseShader.textures_used & (1 << i))
if (reg_maps->texcoord & (1 << i))
shader_addline(buffer,"TEMP T%lu;\n", i);
}
/* Texture coordinate registers must be pre-loaded */
for (i = 0; i < This->baseShader.limits.texture; i++) {
if (This->baseShader.textures_used & (1 << i))
shader_addline(buffer, "MOV T%lu, fragment.texcoord[%lu];\n", i, i);
if (reg_maps->texcoord & (1 << i))
shader_addline(buffer, "MOV T%lu, fragment.texcoord[%lu];\n", i, i);
}
/* Need to PARAM the environment parameters (constants) so we can use relative addressing */
@ -532,7 +543,10 @@ void generate_arb_declarations(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer)
/** Generate the variable & register declarations for the GLSL
output target */
void generate_glsl_declarations(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer) {
void generate_glsl_declarations(
IWineD3DBaseShader *iface,
shader_reg_maps* reg_maps,
SHADER_BUFFER* buffer) {
FIXME("GLSL not fully implemented yet.\n");
@ -554,14 +568,13 @@ void generate_base_shader(
SHADER_HANDLER hw_fct = NULL;
DWORD opcode_token;
DWORD i;
shader_reg_maps reg_maps;
/* Initialize current parsing state */
This->baseShader.parse_state.current_row = 0;
/* First pass: figure out which temporary and texture registers are used */
shader_get_registers_used(iface, pToken);
TRACE("Texture/Address registers used: %#lx, Temp registers used %#lx\n",
This->baseShader.textures_used, This->baseShader.temps_used);
shader_get_registers_used(iface, &reg_maps, pToken);
/* TODO: check register usage against GL/Directx limits, and fail if they're exceeded
nUseAddressRegister < = GL_MAX_PROGRAM_ADDRESS_REGISTERS_AR
@ -570,10 +583,10 @@ void generate_base_shader(
/* Pre-declare registers */
if (USING_GLSL) {
generate_glsl_declarations(iface, buffer);
generate_glsl_declarations(iface, &reg_maps, buffer);
shader_addline(buffer, "void main() {\n");
} else {
generate_arb_declarations(iface, buffer);
generate_arb_declarations(iface, &reg_maps, buffer);
}
/* Second pass, process opcodes */

View File

@ -1341,8 +1341,6 @@ typedef struct IWineD3DBaseShaderClass
{
DWORD version;
DWORD hex_version;
DWORD temps_used;
DWORD textures_used;
SHADER_LIMITS limits;
SHADER_PARSE_STATE parse_state;
CONST SHADER_OPCODE *shader_ins;
@ -1360,10 +1358,6 @@ typedef struct IWineD3DBaseShaderImpl {
IWineD3DBaseShaderClass baseShader;
} IWineD3DBaseShaderImpl;
extern void shader_get_registers_used(
IWineD3DBaseShader *iface,
CONST DWORD* pToken);
extern void shader_program_dump_decl_usage(
DWORD dcl,
DWORD param);