wined3d: Store the source swizzle in struct wined3d_shader_src_param.
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@ -1075,9 +1075,9 @@ static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
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* with more than one component. Thus replicate the first source argument over all
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* 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
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struct wined3d_shader_src_param tmp_src = ins->src[0];
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tmp_src.token &= ~WINED3DSP_SWIZZLE_MASK;
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tmp_src.token |= ((ins->src[0].token >> WINED3DSP_SWIZZLE_SHIFT) & 0x3)
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tmp_src.swizzle = ((ins->src[0].swizzle >> WINED3DSP_SWIZZLE_SHIFT) & 0x3)
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* (0x55 << WINED3DSP_SWIZZLE_SHIFT);
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tmp_src.token = (tmp_src.token & ~WINED3DSP_SWIZZLE_MASK) | tmp_src.swizzle;
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shader_arb_add_src_param(ins, &tmp_src, src0_param);
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shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
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}
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@ -1633,7 +1633,6 @@ static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
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static void vshader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
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{
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SHADER_BUFFER *buffer = ins->ctx->buffer;
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DWORD swizzle = (ins->src[0].token & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
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const char *instruction;
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char tmpLine[256];
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@ -1651,7 +1650,8 @@ static void vshader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
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shader_arb_add_dst_param(ins, &ins->dst[0], tmpLine); /* Destination */
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strcat(tmpLine, ",");
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shader_arb_add_src_param(ins, &ins->src[0], tmpLine);
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if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) == swizzle) {
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if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
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{
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/* Dx sdk says .x is used if no swizzle is given, but our test shows that
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* .w is used
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*/
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@ -245,6 +245,7 @@ static void shader_parse_src_param(DWORD param, const struct wined3d_shader_src_
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src->register_type = ((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT)
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| ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2);
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src->register_idx = param & WINED3DSP_REGNUM_MASK;
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src->swizzle = param & WINED3DSP_SWIZZLE_MASK;
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src->modifiers = param & WINED3DSP_SRCMOD_MASK;
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src->rel_addr = rel_addr;
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src->token = param;
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@ -1946,7 +1946,7 @@ static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
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write_mask = 0;
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/* Find the destination channels which use the current source0 channel */
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for (j=0; j<4; j++) {
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if (((ins->src[0].token >> (WINED3DSP_SWIZZLE_SHIFT + 2 * j)) & 0x3) == i)
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if (((ins->src[0].swizzle >> (WINED3DSP_SWIZZLE_SHIFT + 2 * j)) & 0x3) == i)
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{
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write_mask |= WINED3DSP_WRITEMASK_0 << j;
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cmp_channel = WINED3DSP_WRITEMASK_0 << j;
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@ -2028,7 +2028,7 @@ static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
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write_mask = 0;
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/* Find the destination channels which use the current source0 channel */
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for (j=0; j<4; j++) {
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if (((ins->src[0].token >> (WINED3DSP_SWIZZLE_SHIFT + 2 * j)) & 0x3) == i)
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if (((ins->src[0].swizzle >> (WINED3DSP_SWIZZLE_SHIFT + 2 * j)) & 0x3) == i)
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{
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write_mask |= WINED3DSP_WRITEMASK_0 << j;
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cmp_channel = WINED3DSP_WRITEMASK_0 << j;
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@ -2469,7 +2469,7 @@ static void pshader_glsl_tex(const struct wined3d_shader_instruction *ins)
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mask |= sample_function.coord_mask;
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if (shader_version < WINED3DPS_VERSION(2,0)) swizzle = WINED3DVS_NOSWIZZLE;
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else swizzle = ins->src[1].token & WINED3DSP_SWIZZLE_MASK;
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else swizzle = ins->src[1].swizzle;
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/* 1.0-1.3: Use destination register as coordinate source.
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1.4+: Use provided coordinate source register. */
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@ -2504,7 +2504,7 @@ static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
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DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
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DWORD sampler_type;
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DWORD sampler_idx;
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DWORD swizzle = ins->src[1].token & WINED3DSP_SWIZZLE_MASK;
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DWORD swizzle = ins->src[1].swizzle;
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sampler_idx = ins->src[1].register_idx;
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sampler_type = ins->ctx->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
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@ -465,6 +465,7 @@ struct wined3d_shader_src_param
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{
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WINED3DSHADER_PARAM_REGISTER_TYPE register_type;
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UINT register_idx;
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DWORD swizzle;
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DWORD modifiers;
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const struct wined3d_shader_src_param *rel_addr;
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DWORD token;
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