wined3d: Merge shader_arb_add_src_param and pshader_gen_input_modifier_line.

Mostly based on the code of pshader_gen_input_modifier_line. The space-adding
behavior of shader_arb_add_src_param was removed because the plurality of
instruction handlers passes an uninitialized buffer in and expects a register
name written to its start, and only map2gl and rcp_rsq use the space-adding
stuff. I'll change rcp_rsq in a later patch anyway. I changed the name to
shader_arb_get_src_param to reflect this behavior.
This commit is contained in:
Stefan Dösinger 2009-05-07 17:42:16 +02:00 committed by Alexandre Julliard
parent 49d08124a6
commit 48c2b0d669

View file

@ -567,24 +567,6 @@ static void shader_arb_get_register_name(IWineD3DBaseShader *iface, WINED3DSHADE
}
}
static void shader_arb_add_src_param(const struct wined3d_shader_instruction *ins,
const struct wined3d_shader_src_param *wined3d_src, char *str)
{
char register_name[255];
char swizzle[6];
BOOL is_color;
if (wined3d_src->modifiers == WINED3DSPSM_NEG) strcat(str, " -");
else strcat(str, " ");
shader_arb_get_register_name(ins->ctx->shader, wined3d_src->reg.type,
wined3d_src->reg.idx, !!wined3d_src->reg.rel_addr, register_name, &is_color);
strcat(str, register_name);
shader_arb_get_swizzle(wined3d_src, is_color, swizzle);
strcat(str, swizzle);
}
static void shader_arb_add_dst_param(const struct wined3d_shader_instruction *ins,
const struct wined3d_shader_dst_param *wined3d_dst, char *str)
{
@ -732,7 +714,7 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD
}
}
static void pshader_gen_input_modifier_line(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
{
/* Generate a line that does the input modifier computation and return the input register to use */
@ -740,12 +722,13 @@ static void pshader_gen_input_modifier_line(IWineD3DBaseShader *iface, SHADER_BU
char regstr[256];
char swzstr[20];
int insert_line;
SHADER_BUFFER *buffer = ins->ctx->buffer;
/* Assume a new line will be added */
insert_line = 1;
/* Get register name */
shader_arb_get_register_name(iface, src->reg.type,
shader_arb_get_register_name(ins->ctx->shader, src->reg.type,
src->reg.idx, !!src->reg.rel_addr, regstr, &is_color);
shader_arb_get_swizzle(src, is_color, swzstr);
@ -825,8 +808,8 @@ static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
shader_arb_get_write_mask(ins, dst, dst_wmask);
strcat(dst_name, dst_wmask);
pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src_name[0]);
pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[1], 1, src_name[1]);
shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
if(has_bumpmat) {
/* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
@ -861,9 +844,9 @@ static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
shader_arb_get_write_mask(ins, dst, dst_wmask);
/* Generate input register names (with modifiers) */
pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src_name[0]);
pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[1], 1, src_name[1]);
pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[2], 2, src_name[2]);
shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
/* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
@ -894,9 +877,9 @@ static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
shader_arb_get_write_mask(ins, dst, dst_wmask);
/* Generate input register names (with modifiers) */
pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src_name[0]);
pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[1], 1, src_name[1]);
pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[2], 2, src_name[2]);
shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
shader_addline(buffer, "CMP%s %s%s, %s, %s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
src_name[0], src_name[2], src_name[1]);
@ -918,9 +901,9 @@ static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
dst->reg.idx, !!dst->reg.rel_addr, dst_name, &is_color);
shader_arb_get_write_mask(ins, dst, dst_wmask);
pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src_name[0]);
pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[1], 1, src_name[1]);
pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[2], 2, src_name[2]);
shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
/* Emulate a DP2 with a DP3 and 0.0 */
shader_addline(buffer, "MOV TMP, %s;\n", src_name[0]);
@ -1009,7 +992,7 @@ static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
/* Generate input register names (with modifiers) */
for (i = 0; i < ins->src_count; ++i)
{
pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[i], i, operands[i + 1]);
shader_arb_get_src_param(ins, &ins->src[i], i, operands[i + 1]);
}
/* Handle output register */
@ -1028,7 +1011,7 @@ static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
}
shader_addline(buffer, "%s%s %s;\n", instruction, modifier, arguments);
} else {
/* Note that shader_arb_add_*_param() adds spaces. */
/* Note that shader_arb_add_dst_param() adds spaces. */
arguments[0] = '\0';
if (ins->dst_count)
@ -1036,8 +1019,10 @@ static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
shader_arb_add_dst_param(ins, &ins->dst[0], arguments);
for (i = 0; i < ins->src_count; ++i)
{
strcat(arguments, ",");
shader_arb_add_src_param(ins, &ins->src[i], arguments);
char operand[100];
strcat(arguments, ", ");
shader_arb_get_src_param(ins, &ins->src[i], i, operand);
strcat(arguments, operand);
}
}
shader_addline(buffer, "%s%s;\n", instruction, arguments);
@ -1062,7 +1047,7 @@ static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
src0_param[0] = '\0';
if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
{
shader_arb_add_src_param(ins, &ins->src[0], src0_param);
shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
shader_addline(buffer, "ADD TMP.x, %s, helper_const.z;\n", src0_param);
shader_addline(buffer, "ARL A0.x, TMP.x;\n");
}
@ -1073,7 +1058,7 @@ static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
* 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
struct wined3d_shader_src_param tmp_src = ins->src[0];
tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
shader_arb_add_src_param(ins, &tmp_src, src0_param);
shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
}
}
@ -1116,7 +1101,6 @@ static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
BOOL is_color;
SHADER_BUFFER *buffer = ins->ctx->buffer;
DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
ins->ctx->reg_maps->shader_version.minor);
BOOL projected = FALSE, bias = FALSE;
@ -1134,7 +1118,7 @@ static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
if (shader_version < WINED3D_SHADER_VERSION(1,4))
strcpy(reg_coord, reg_dest);
else
pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, reg_coord);
shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
/* 1.0-1.4: Use destination register number as texture code.
2.0+: Use provided sampler number as texure code. */
@ -1189,7 +1173,7 @@ static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
} else {
char reg_src[40];
pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, reg_src);
shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
shader_addline(buffer, "MOV R%u%s, %s;\n", dst->reg.idx, tmp, reg_src);
}
}
@ -1206,7 +1190,7 @@ static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
char src_str[50];
sprintf(dst_str, "T%u", reg1);
pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src_str);
shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
shader_addline(buffer, "MOV TMP.x, %s.w;\n", src_str);
shader_addline(buffer, "MOV TMP.y, %s.x;\n", src_str);
flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
@ -1222,7 +1206,7 @@ static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
char src_str[50];
sprintf(dst_str, "T%u", reg1);
pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src_str);
shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
shader_addline(buffer, "MOV TMP.x, %s.y;\n", src_str);
shader_addline(buffer, "MOV TMP.y, %s.z;\n", src_str);
shader_hw_sample(ins, reg1, dst_str, "TMP", FALSE, FALSE);
@ -1230,13 +1214,12 @@ static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
{
SHADER_BUFFER *buffer = ins->ctx->buffer;
DWORD reg1 = ins->dst[0].reg.idx;
char dst_str[8];
char src_str[50];
sprintf(dst_str, "T%u", reg1);
pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src_str);
shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
shader_hw_sample(ins, reg1, dst_str, src_str, FALSE, FALSE);
}
@ -1326,7 +1309,7 @@ static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
SHADER_BUFFER *buffer = ins->ctx->buffer;
char src0_name[50];
pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src0_name);
shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name);
}
@ -1341,7 +1324,7 @@ static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
char src0_name[50];
sprintf(dst_str, "T%u", reg);
pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src0_name);
shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", reg, src0_name);
flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
shader_hw_sample(ins, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
@ -1355,7 +1338,7 @@ static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
char src0_name[50];
pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src0_name);
shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
shader_addline(buffer, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state->current_row, reg, src0_name);
current_state->texcoord_w[current_state->current_row++] = reg;
}
@ -1371,7 +1354,7 @@ static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
char dst_str[8];
char src0_name[50];
pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src0_name);
shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
/* Sample the texture using the calculated coordinates */
@ -1392,7 +1375,7 @@ static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins
char dst_str[8];
char src0_name[50];
pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src0_name);
shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
/* Construct the eye-ray vector from w coordinates */
@ -1429,8 +1412,8 @@ static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
char src0_name[50];
char src1_name[50];
pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src0_name);
pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[1], 1, src1_name);
shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
/* Calculate reflection vector.
@ -1495,7 +1478,7 @@ static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
char src0[50];
char dst_str[8];
pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src0);
shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
shader_addline(buffer, "MOV TMP, 0.0;\n");
shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", sampler_idx, src0);
@ -1519,7 +1502,7 @@ static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
dst->reg.idx, !!dst->reg.rel_addr, dst_str, &is_color);
shader_arb_get_write_mask(ins, dst, dst_mask);
pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src0);
shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
shader_addline(buffer, "DP3 %s%s, T%u, %s;\n", dst_str, dst_mask, dst->reg.idx, src0);
/* TODO: Handle output modifiers */
@ -1540,7 +1523,7 @@ static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
dst->reg.idx, !!dst->reg.rel_addr, dst_str, &is_color);
shader_arb_get_write_mask(ins, dst, dst_mask);
pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src0);
shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", dst->reg.idx, src0);
shader_addline(buffer, "MOV %s%s, TMP;\n", dst_str, dst_mask);
@ -1558,7 +1541,7 @@ static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins
DWORD dst_reg = ins->dst[0].reg.idx;
char src0[50];
pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src0);
shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", dst_reg, src0);
/* How to deal with the special case dst_name.g == 0? if r != 0, then
@ -1633,6 +1616,7 @@ static void vshader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
const char *instruction;
char tmpLine[256];
char src[50];
switch(ins->handler_idx)
{
@ -1645,8 +1629,9 @@ static void vshader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
strcpy(tmpLine, instruction);
shader_arb_add_dst_param(ins, &ins->dst[0], tmpLine); /* Destination */
strcat(tmpLine, ",");
shader_arb_add_src_param(ins, &ins->src[0], tmpLine);
strcat(tmpLine, ", ");
shader_arb_get_src_param(ins, &ins->src[0], 0, src);
strcat(tmpLine, src);
if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
{
/* Dx sdk says .x is used if no swizzle is given, but our test shows that
@ -1672,7 +1657,7 @@ static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
dst->reg.idx, !!dst->reg.rel_addr, dst_name, &is_color);
shader_arb_get_write_mask(ins, dst, dst_wmask);
pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src_name);
shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
shader_addline(buffer, "DP3 TMP, %s, %s;\n", src_name, src_name);
shader_addline(buffer, "RSQ TMP, TMP.x;\n");
/* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
@ -1698,7 +1683,7 @@ static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
dst->reg.idx, !!dst->reg.rel_addr, dst_name, &is_color);
shader_arb_get_write_mask(ins, dst, dst_wmask);
pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src_name);
shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
shader_addline(buffer, "SCS%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
src_name);
}