wined3d: Implement break and breakc.

This commit is contained in:
Stefan Doesinger 2009-06-03 07:39:29 +02:00 committed by Alexandre Julliard
parent c220bafa2c
commit dfefbcd00d
1 changed files with 84 additions and 6 deletions

View File

@ -77,7 +77,13 @@ static unsigned int reserved_vs_const(IWineD3DBaseShader *shader, const WineD3D_
struct control_frame struct control_frame
{ {
struct list entry; struct list entry;
BOOL ifc; enum
{
IF,
IFC,
LOOP,
REP
} type;
BOOL muting; BOOL muting;
BOOL outer_loop; BOOL outer_loop;
unsigned int loop_no; unsigned int loop_no;
@ -2199,6 +2205,74 @@ static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
} }
} }
static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
{
struct control_frame *control_frame;
LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
{
if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
}
ERR("Could not find loop for break\n");
return NULL;
}
static void shader_hw_break(const struct wined3d_shader_instruction *ins)
{
SHADER_BUFFER *buffer = ins->ctx->buffer;
const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
if(vshader)
{
shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->loop_no);
}
else
{
shader_addline(buffer, "BRK;\n");
}
}
static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
{
SHADER_BUFFER *buffer = ins->ctx->buffer;
const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
char src_name0[50];
char src_name1[50];
const char *comp;
BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
switch (ins->flags)
{
case COMPARISON_GT: comp = "GT"; break;
case COMPARISON_EQ: comp = "EQ"; break;
case COMPARISON_GE: comp = "GE"; break;
case COMPARISON_LT: comp = "LT"; break;
case COMPARISON_NE: comp = "NE"; break;
case COMPARISON_LE: comp = "LE"; break;
default:
FIXME("Unrecognized comparison value: %u\n", ins->flags);
comp = "(\?\?)";
}
if(vshader)
{
/* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
* away the subtraction result
*/
shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->loop_no, comp);
}
else
{
shader_addline(buffer, "SUBC CC, %s, %s;\n", src_name0, src_name1);
shader_addline(buffer, "BRK (%s.x);\n", comp);
}
}
static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info) static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info)
{ {
GLuint program_id = 0; GLuint program_id = 0;
@ -3225,8 +3299,8 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL
/* WINED3DSIH_ABS */ shader_hw_map2gl, /* WINED3DSIH_ABS */ shader_hw_map2gl,
/* WINED3DSIH_ADD */ shader_hw_map2gl, /* WINED3DSIH_ADD */ shader_hw_map2gl,
/* WINED3DSIH_BEM */ pshader_hw_bem, /* WINED3DSIH_BEM */ pshader_hw_bem,
/* WINED3DSIH_BREAK */ NULL, /* WINED3DSIH_BREAK */ shader_hw_break,
/* WINED3DSIH_BREAKC */ NULL, /* WINED3DSIH_BREAKC */ shader_hw_breakc,
/* WINED3DSIH_BREAKP */ NULL, /* WINED3DSIH_BREAKP */ NULL,
/* WINED3DSIH_CALL */ NULL, /* WINED3DSIH_CALL */ NULL,
/* WINED3DSIH_CALLNZ */ NULL, /* WINED3DSIH_CALLNZ */ NULL,
@ -3483,6 +3557,9 @@ static void shader_arb_handle_instruction(const struct wined3d_shader_instructio
control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame)); control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
list_add_head(&priv->control_frames, &control_frame->entry); list_add_head(&priv->control_frames, &control_frame->entry);
if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
if(priv->target_version >= NV2) if(priv->target_version >= NV2)
{ {
control_frame->loop_no = priv->num_loops++; control_frame->loop_no = priv->num_loops++;
@ -3599,6 +3676,7 @@ static void shader_arb_handle_instruction(const struct wined3d_shader_instructio
{ {
control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame)); control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
list_add_head(&priv->control_frames, &control_frame->entry); list_add_head(&priv->control_frames, &control_frame->entry);
control_frame->type = IF;
if(!priv->muted && get_bool_const(ins, This, ins->src[0].reg.idx) == FALSE) if(!priv->muted && get_bool_const(ins, This, ins->src[0].reg.idx) == FALSE)
{ {
@ -3614,7 +3692,7 @@ static void shader_arb_handle_instruction(const struct wined3d_shader_instructio
{ {
/* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */ /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame)); control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
control_frame->ifc = TRUE; control_frame->type = IFC;
list_add_head(&priv->control_frames, &control_frame->entry); list_add_head(&priv->control_frames, &control_frame->entry);
} }
else if(ins->handler_idx == WINED3DSIH_ELSE) else if(ins->handler_idx == WINED3DSIH_ELSE)
@ -3622,7 +3700,7 @@ static void shader_arb_handle_instruction(const struct wined3d_shader_instructio
struct list *e = list_head(&priv->control_frames); struct list *e = list_head(&priv->control_frames);
control_frame = LIST_ENTRY(e, struct control_frame, entry); control_frame = LIST_ENTRY(e, struct control_frame, entry);
if(control_frame->ifc == FALSE) if(control_frame->type == IF)
{ {
shader_addline(buffer, "#} else {\n"); shader_addline(buffer, "#} else {\n");
if(!priv->muted && !control_frame->muting) if(!priv->muted && !control_frame->muting)
@ -3640,7 +3718,7 @@ static void shader_arb_handle_instruction(const struct wined3d_shader_instructio
struct list *e = list_head(&priv->control_frames); struct list *e = list_head(&priv->control_frames);
control_frame = LIST_ENTRY(e, struct control_frame, entry); control_frame = LIST_ENTRY(e, struct control_frame, entry);
if(!control_frame->ifc) if(control_frame->type == IF)
{ {
shader_addline(buffer, "#} endif\n"); shader_addline(buffer, "#} endif\n");
if(control_frame->muting) priv->muted = FALSE; if(control_frame->muting) priv->muted = FALSE;