wined3d: Replace find_clip_texcoord() with a generic function for finding a free input register.

This commit is contained in:
Henri Verbeet 2009-08-17 09:39:09 +02:00 committed by Alexandre Julliard
parent 8d0ad2cf36
commit d900491310
3 changed files with 19 additions and 40 deletions

View File

@ -3472,9 +3472,9 @@ static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This, struct
next_local += fixup->super.num_consts;
}
if(shader_priv->clipplane_emulation)
if (shader_priv->clipplane_emulation != ~0U)
{
shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation - 1);
shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
}
/* Base Shader Body */
@ -3912,42 +3912,6 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct
return ret;
}
static void find_clip_texcoord(IWineD3DPixelShaderImpl *ps)
{
struct arb_pshader_private *shader_priv = ps->backend_priv;
int i;
const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)ps->baseShader.device)->adapter->gl_info;
/* See if we can use fragment.texcoord[7] for clipplane emulation
*
* Don't do this if it is not supported, or fragment.texcoord[7] is used
*/
if(ps->baseShader.reg_maps.shader_version.major < 3)
{
for(i = GL_LIMITS(texture_stages); i > 0; i--)
{
if (!(ps->baseShader.reg_maps.texcoord & (1 << (i - 1))))
{
shader_priv->clipplane_emulation = i;
return;
}
}
WARN("Did not find a free clip reg(2.0)\n");
}
else
{
for(i = GL_LIMITS(texture_stages); i > 0; i--)
{
if(!(ps->baseShader.reg_maps.input_registers & (1 << (i - 1))))
{
shader_priv->clipplane_emulation = i;
return;
}
}
WARN("Did not find a free clip reg(3.0)\n");
}
}
/* GL locking is done by the caller */
static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
{
@ -3960,6 +3924,7 @@ static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *
if(!shader->backend_priv) {
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
struct shader_arb_priv *priv = device->shader_priv;
shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
@ -3972,7 +3937,11 @@ static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *
shader_data->has_signature_idx = TRUE;
TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
if(!device->vs_clipping) find_clip_texcoord(shader);
if (!device->vs_clipping)
shader_data->clipplane_emulation = shader_find_free_input_register(&shader->baseShader.reg_maps,
GL_LIMITS(texture_stages) - 1);
else
shader_data->clipplane_emulation = ~0U;
}
shader_data = shader->backend_priv;
@ -4157,7 +4126,7 @@ static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IW
struct arb_pshader_private *shader_priv = ps->backend_priv;
args->ps_signature = shader_priv->input_signature_idx;
args->boolclip.clip_control[0] = shader_priv->clipplane_emulation;
args->boolclip.clip_control[0] = shader_priv->clipplane_emulation + 1;
}
else
{

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@ -769,6 +769,15 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3
return WINED3D_OK;
}
unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max)
{
DWORD map = 1 << max;
map |= map - 1;
map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers;
return wined3d_log2i(map);
}
static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semantic,
const struct wined3d_shader_version *shader_version)
{

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@ -2644,6 +2644,7 @@ void shader_dump_src_param(const struct wined3d_shader_src_param *param,
const struct wined3d_shader_version *shader_version);
void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
const struct wined3d_shader_version *shader_version);
unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max);
void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx);
HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,