wined3d: Use a wined3d_string_buffer to dump the intermediate shader code.
Instead of abusing TRACE. There's probably still some room for improvement. There may also be value in dumping things in a format that's compatible with D3D shader assembly, but I don't think it's a priority. Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -518,14 +518,12 @@ static int shader_skip_unrecognized(const struct wined3d_sm1_data *priv, const D
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struct wined3d_shader_dst_param dst;
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struct wined3d_shader_dst_param dst;
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shader_parse_dst_param(token, token & WINED3D_SM1_ADDRESS_MODE_RELATIVE ? &rel_addr : NULL, &dst);
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shader_parse_dst_param(token, token & WINED3D_SM1_ADDRESS_MODE_RELATIVE ? &rel_addr : NULL, &dst);
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shader_dump_dst_param(&dst, &priv->shader_version);
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}
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}
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else
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else
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{
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{
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struct wined3d_shader_src_param src;
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struct wined3d_shader_src_param src;
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shader_parse_src_param(token, token & WINED3D_SM1_ADDRESS_MODE_RELATIVE ? &rel_addr : NULL, &src);
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shader_parse_src_param(token, token & WINED3D_SM1_ADDRESS_MODE_RELATIVE ? &rel_addr : NULL, &src);
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shader_dump_src_param(&src, &priv->shader_version);
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}
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}
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FIXME("\n");
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FIXME("\n");
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++i;
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++i;
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@ -3133,10 +3133,6 @@ void find_vs_compile_args(const struct wined3d_state *state, const struct wined3
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void string_buffer_clear(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
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void string_buffer_clear(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
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BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
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BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
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void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
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void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
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void shader_dump_src_param(const struct wined3d_shader_src_param *param,
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const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
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void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
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const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
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unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
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unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
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unsigned int max) DECLSPEC_HIDDEN;
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unsigned int max) DECLSPEC_HIDDEN;
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void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
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void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
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