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wined3d: Clean up register use maps.
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parent
d59eeb3ee5
commit
cb973648ab
2 changed files with 39 additions and 32 deletions
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@ -30,6 +30,12 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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#define GLNAME_REQUIRE_GLSL ((const char *)1)
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typedef struct shader_reg_maps {
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DWORD texcoord;
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DWORD temporary;
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DWORD address;
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} shader_reg_maps;
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inline static BOOL shader_is_version_token(DWORD token) {
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return shader_is_pshader_version(token) ||
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shader_is_vshader_version(token);
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@ -153,26 +159,22 @@ int shader_skip_unrecognized(
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return tokens_read;
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}
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/* Note: For vertex shaders,
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* texUsed = addrUsed, and
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* D3DSPR_TEXTURE = D3DSPR_ADDR.
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*
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* Also note that this does not count the loop register
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* as an address register. */
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/* Note that this does not count the loop register
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* as an address register. */
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void shader_get_registers_used(
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static void shader_get_registers_used(
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IWineD3DBaseShader *iface,
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shader_reg_maps* reg_maps,
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CONST DWORD* pToken) {
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IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
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DWORD* tempsUsed = &This->baseShader.temps_used;
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DWORD* texUsed = &This->baseShader.textures_used;
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if (pToken == NULL)
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return;
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*tempsUsed = 0;
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*texUsed = 0;
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reg_maps->temporary = 0;
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reg_maps->texcoord = 0;
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reg_maps->address = 0;
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while (D3DVS_END() != *pToken) {
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CONST SHADER_OPCODE* curOpcode;
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@ -233,10 +235,16 @@ void shader_get_registers_used(
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regtype = (param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT;
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reg = param & D3DSP_REGNUM_MASK;
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if (D3DSPR_TEXTURE == regtype)
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*texUsed |= (1 << reg);
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if (D3DSPR_TEXTURE == regtype) { /* vs: D3DSPR_ADDR */
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if (shader_is_pshader_version(This->baseShader.hex_version))
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reg_maps->texcoord |= (1 << reg);
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else
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reg_maps->address |= (1 << reg);
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}
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if (D3DSPR_TEMP == regtype)
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*tempsUsed |= (1 << reg);
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reg_maps->temporary |= (1 << reg);
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}
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}
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}
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@ -498,30 +506,33 @@ void shader_dump_param(
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/** Generate the variable & register declarations for the ARB_vertex_program
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output target */
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void generate_arb_declarations(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer) {
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void generate_arb_declarations(
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IWineD3DBaseShader *iface,
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shader_reg_maps* reg_maps,
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SHADER_BUFFER* buffer) {
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IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
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DWORD i;
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for(i = 0; i < This->baseShader.limits.temporary; i++) {
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if (This->baseShader.temps_used & (1 << i))
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if (reg_maps->temporary & (1 << i))
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shader_addline(buffer, "TEMP R%lu;\n", i);
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}
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for (i = 0; i < This->baseShader.limits.address; i++) {
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if (This->baseShader.textures_used & (1 << i))
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if (reg_maps->address & (1 << i))
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shader_addline(buffer, "ADDRESS A%ld;\n", i);
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}
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for(i = 0; i < This->baseShader.limits.texture; i++) {
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if (This->baseShader.textures_used & (1 << i))
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if (reg_maps->texcoord & (1 << i))
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shader_addline(buffer,"TEMP T%lu;\n", i);
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}
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/* Texture coordinate registers must be pre-loaded */
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for (i = 0; i < This->baseShader.limits.texture; i++) {
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if (This->baseShader.textures_used & (1 << i))
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shader_addline(buffer, "MOV T%lu, fragment.texcoord[%lu];\n", i, i);
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if (reg_maps->texcoord & (1 << i))
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shader_addline(buffer, "MOV T%lu, fragment.texcoord[%lu];\n", i, i);
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}
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/* Need to PARAM the environment parameters (constants) so we can use relative addressing */
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@ -532,7 +543,10 @@ void generate_arb_declarations(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer)
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/** Generate the variable & register declarations for the GLSL
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output target */
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void generate_glsl_declarations(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer) {
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void generate_glsl_declarations(
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IWineD3DBaseShader *iface,
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shader_reg_maps* reg_maps,
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SHADER_BUFFER* buffer) {
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FIXME("GLSL not fully implemented yet.\n");
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@ -554,14 +568,13 @@ void generate_base_shader(
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SHADER_HANDLER hw_fct = NULL;
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DWORD opcode_token;
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DWORD i;
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shader_reg_maps reg_maps;
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/* Initialize current parsing state */
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This->baseShader.parse_state.current_row = 0;
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/* First pass: figure out which temporary and texture registers are used */
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shader_get_registers_used(iface, pToken);
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TRACE("Texture/Address registers used: %#lx, Temp registers used %#lx\n",
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This->baseShader.textures_used, This->baseShader.temps_used);
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shader_get_registers_used(iface, ®_maps, pToken);
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/* TODO: check register usage against GL/Directx limits, and fail if they're exceeded
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nUseAddressRegister < = GL_MAX_PROGRAM_ADDRESS_REGISTERS_AR
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@ -570,10 +583,10 @@ void generate_base_shader(
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/* Pre-declare registers */
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if (USING_GLSL) {
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generate_glsl_declarations(iface, buffer);
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generate_glsl_declarations(iface, ®_maps, buffer);
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shader_addline(buffer, "void main() {\n");
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} else {
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generate_arb_declarations(iface, buffer);
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generate_arb_declarations(iface, ®_maps, buffer);
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}
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/* Second pass, process opcodes */
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@ -1341,8 +1341,6 @@ typedef struct IWineD3DBaseShaderClass
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{
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DWORD version;
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DWORD hex_version;
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DWORD temps_used;
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DWORD textures_used;
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SHADER_LIMITS limits;
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SHADER_PARSE_STATE parse_state;
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CONST SHADER_OPCODE *shader_ins;
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@ -1360,10 +1358,6 @@ typedef struct IWineD3DBaseShaderImpl {
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IWineD3DBaseShaderClass baseShader;
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} IWineD3DBaseShaderImpl;
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extern void shader_get_registers_used(
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IWineD3DBaseShader *iface,
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CONST DWORD* pToken);
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extern void shader_program_dump_decl_usage(
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DWORD dcl,
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DWORD param);
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