wined3d: Translate bfi, ubfe, ibfe instructions more carefully.
Makes sure that we do not overwrite source parameters for consecutive GLSL function calls when the instruction is translated into multiple lines. Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4122,6 +4122,8 @@ static void shader_glsl_bitwise_op(const struct wined3d_shader_instruction *ins)
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struct wined3d_shader_dst_param dst;
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struct glsl_src_param src[4];
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const char *instruction;
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BOOL tmp_dst = FALSE;
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char mask_char[6];
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unsigned int i, j;
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DWORD write_mask;
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@ -4135,12 +4137,21 @@ static void shader_glsl_bitwise_op(const struct wined3d_shader_instruction *ins)
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return;
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}
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for (i = 0; i < ins->src_count; ++i)
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{
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if (ins->dst[0].reg.idx[0].offset == ins->src[i].reg.idx[0].offset
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&& ins->dst[0].reg.type == ins->src[i].reg.type)
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tmp_dst = TRUE;
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}
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dst = ins->dst[0];
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for (i = 0; i < 4; ++i)
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{
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dst.write_mask = ins->dst[0].write_mask & (WINED3DSP_WRITEMASK_0 << i);
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if (!(write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins,
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&dst, dst.reg.data_type)))
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if (tmp_dst && (write_mask = shader_glsl_get_write_mask(&dst, mask_char)))
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shader_addline(buffer, "tmp0%s = %sBitsToFloat(", mask_char,
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dst.reg.data_type == WINED3D_DATA_INT ? "int" : "uint");
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else if (!(write_mask = shader_glsl_append_dst_ext(buffer, ins, &dst, dst.reg.data_type)))
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continue;
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for (j = 0; j < ins->src_count; ++j)
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@ -4150,6 +4161,13 @@ static void shader_glsl_bitwise_op(const struct wined3d_shader_instruction *ins)
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shader_addline(buffer, "%s, ", src[ins->src_count - j - 1].param_str);
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shader_addline(buffer, "%s & 0x1f, %s & 0x1f));\n", src[1].param_str, src[0].param_str);
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}
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if (tmp_dst)
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{
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shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], WINED3D_DATA_FLOAT);
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shader_glsl_get_write_mask(&ins->dst[0], mask_char);
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shader_addline(buffer, "tmp0%s);\n", mask_char);
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}
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}
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static void shader_glsl_nop(const struct wined3d_shader_instruction *ins) {}
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@ -4400,7 +4418,7 @@ static void shader_glsl_swapc(const struct wined3d_shader_instruction *ins)
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{
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shader_glsl_get_write_mask(&ins->dst[i], mask_char);
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shader_glsl_append_dst_ext(buffer, ins, &ins->dst[i], ins->dst[i].reg.data_type);
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shader_addline(ins->ctx->buffer, "tmp%u%s);\n", i, mask_char);
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shader_addline(buffer, "tmp%u%s);\n", i, mask_char);
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}
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}
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}
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