wined3d: Simplify input/output modifier line handling.

This commit is contained in:
Ivan Gyurdiev 2006-05-21 17:19:04 -04:00 committed by Alexandre Julliard
parent cb973648ab
commit 7b861b3c03

View File

@ -805,7 +805,7 @@ inline static void get_write_mask(const DWORD output_reg, char *write_mask) {
}
}
inline static void get_input_register_swizzle(const DWORD instr, char *swzstring) {
static void pshader_get_input_register_swizzle(const DWORD instr, char *swzstring) {
static const char swizzle_reg_chars[] = "rgba";
DWORD swizzle = (instr & D3DSP_SWIZZLE_MASK) >> D3DSP_SWIZZLE_SHIFT;
DWORD swizzle_x = swizzle & 0x03;
@ -851,15 +851,28 @@ static const char* shift_tab[] = {
"coefdiv.x" /* 15 (d2) */
};
inline static void gen_output_modifier_line(int saturate, char *write_mask, int shift, char *regstr, char* line) {
inline static void pshader_gen_output_modifier_line(
SHADER_BUFFER* buffer,
int saturate,
char *write_mask,
int shift,
char *regstr) {
/* Generate a line that does the output modifier computation */
sprintf(line, "MUL%s %s%s, %s, %s;", saturate ? "_SAT" : "", regstr, write_mask, regstr, shift_tab[shift]);
shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "",
regstr, write_mask, regstr, shift_tab[shift]);
}
inline static int gen_input_modifier_line(const DWORD instr, int tmpreg, char *outregstr, char *line, char constants[WINED3D_PSHADER_MAX_CONSTANTS]) {
static void pshader_gen_input_modifier_line (
SHADER_BUFFER* buffer,
const DWORD instr,
int tmpreg,
char *outregstr,
char constants[WINED3D_PSHADER_MAX_CONSTANTS]) {
/* Generate a line that does the input modifier computation and return the input register to use */
static char regstr[256];
static char tmpline[256];
char regstr[256];
char swzstr[20];
int insert_line;
/* Assume a new line will be added */
@ -867,60 +880,54 @@ inline static int gen_input_modifier_line(const DWORD instr, int tmpreg, char *o
/* Get register name */
get_register_name(instr, regstr, constants);
pshader_get_input_register_swizzle(instr, swzstr);
switch (instr & D3DSP_SRCMOD_MASK) {
case D3DSPSM_NONE:
strcpy(outregstr, regstr);
sprintf(outregstr, "%s%s", regstr, swzstr);
insert_line = 0;
break;
case D3DSPSM_NEG:
sprintf(outregstr, "-%s", regstr);
sprintf(outregstr, "-%s%s", regstr, swzstr);
insert_line = 0;
break;
case D3DSPSM_BIAS:
sprintf(line, "ADD T%c, %s, -coefdiv.x;", 'A' + tmpreg, regstr);
shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
break;
case D3DSPSM_BIASNEG:
sprintf(line, "ADD T%c, -%s, coefdiv.x;", 'A' + tmpreg, regstr);
shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
break;
case D3DSPSM_SIGN:
sprintf(line, "MAD T%c, %s, coefmul.x, -one.x;", 'A' + tmpreg, regstr);
shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
break;
case D3DSPSM_SIGNNEG:
sprintf(line, "MAD T%c, %s, -coefmul.x, one.x;", 'A' + tmpreg, regstr);
shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
break;
case D3DSPSM_COMP:
sprintf(line, "SUB T%c, one.x, %s;", 'A' + tmpreg, regstr);
shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
break;
case D3DSPSM_X2:
sprintf(line, "ADD T%c, %s, %s;", 'A' + tmpreg, regstr, regstr);
shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
break;
case D3DSPSM_X2NEG:
sprintf(line, "ADD T%c, -%s, -%s;", 'A' + tmpreg, regstr, regstr);
shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
break;
case D3DSPSM_DZ:
sprintf(line, "RCP T%c, %s.z;", 'A' + tmpreg, regstr);
sprintf(tmpline, "MUL T%c, %s, T%c;", 'A' + tmpreg, regstr, 'A' + tmpreg);
strcat(line, "\n"); /* Hack */
strcat(line, tmpline);
shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
break;
case D3DSPSM_DW:
sprintf(line, "RCP T%c, %s.w;", 'A' + tmpreg, regstr);
sprintf(tmpline, "MUL T%c, %s, T%c;", 'A' + tmpreg, regstr, 'A' + tmpreg);
strcat(line, "\n"); /* Hack */
strcat(line, tmpline);
shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
break;
default:
strcpy(outregstr, regstr);
sprintf(outregstr, "%s%s", regstr, swzstr);
insert_line = 0;
}
if (insert_line) {
/* Substitute the register name */
sprintf(outregstr, "T%c", 'A' + tmpreg);
}
return insert_line;
/* Return modified or original register, with swizzle */
if (insert_line)
sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
}
void pshader_set_version(
@ -1020,16 +1027,11 @@ void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
/* Generate input and output registers */
if (curOpcode->num_params > 0) {
char regs[5][50];
char operands[4][100];
char swzstring[20];
char tmpOp[256];
/* Generate lines that handle input modifier computation */
for (i = 1; i < curOpcode->num_params; ++i) {
if (gen_input_modifier_line(src[i - 1], i - 1, regs[i - 1], tmpOp, This->constants))
shader_addline(buffer, tmpOp);
}
/* Generate input register names (with modifiers) */
for (i = 1; i < curOpcode->num_params; ++i)
pshader_gen_input_modifier_line(buffer, src[i-1], i-1, operands[i], This->constants);
/* Handle output register */
get_register_name(dst, output_rname, This->constants);
@ -1037,14 +1039,6 @@ void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
get_write_mask(dst, output_wmask);
strcat(operands[0], output_wmask);
/* This function works because of side effects from gen_input_modifier_line */
/* Handle input registers */
for (i = 1; i < curOpcode->num_params; ++i) {
strcpy(operands[i], regs[i - 1]);
get_input_register_swizzle(src[i - 1], swzstring);
strcat(operands[i], swzstring);
}
switch(curOpcode->opcode) {
case D3DSIO_CMP:
sprintf(tmpLine, "CMP%s %s, %s, %s, %s;\n", (saturate ? "_SAT" : ""),
@ -1070,10 +1064,8 @@ void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
shader_addline(buffer, tmpLine);
/* A shift requires another line. */
if (shift != 0) {
gen_output_modifier_line(saturate, output_wmask, shift, output_rname, tmpLine);
shader_addline(buffer, tmpLine);
}
if (shift != 0)
pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname);
}
}
@ -1085,10 +1077,8 @@ void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
SHADER_BUFFER* buffer = arg->buffer;
DWORD version = This->baseShader.version;
char tmpLine[256];
char reg_dest[40];
char reg_coord[40];
char reg_coord_swz[20] = "";
DWORD reg_dest_code;
DWORD reg_sampler_code;
@ -1096,23 +1086,12 @@ void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
reg_dest_code = dst & D3DSP_REGNUM_MASK;
get_register_name(dst, reg_dest, This->constants);
/* 1.0-1.3: Use destination register as coordinate source. No modifiers.
1.4: Use provided coordinate source register. _dw, _dz, swizzle allowed.
2.0+: Use provided coordinate source register. No modifiers.
3.0+: Use provided coordinate source register. Swizzle allowed */
/* 1.0-1.3: Use destination register as coordinate source.
2.0+: Use provided coordinate source register. */
if (version < 14)
strcpy(reg_coord, reg_dest);
else if (version == 14) {
if (gen_input_modifier_line(src[0], 0, reg_coord, tmpLine, This->constants))
shader_addline(buffer, tmpLine);
get_input_register_swizzle(src[0], reg_coord_swz);
}
else if (version > 14 && version < 30)
get_register_name(src[0], reg_coord, This->constants);
else if (version >= 30) {
get_input_register_swizzle(src[0], reg_coord_swz);
get_register_name(src[0], reg_coord, This->constants);
}
else
pshader_gen_input_modifier_line(buffer, src[0], 0, reg_coord, This->constants);
/* 1.0-1.4: Use destination register number as texture code.
2.0+: Use provided sampler number as texure code. */
@ -1121,8 +1100,8 @@ void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
else
reg_sampler_code = src[1] & D3DSP_REGNUM_MASK;
shader_addline(buffer, "TEX %s, %s%s, texture[%lu], 2D;\n",
reg_dest, reg_coord, reg_coord_swz, reg_sampler_code);
shader_addline(buffer, "TEX %s, %s, texture[%lu], 2D;\n",
reg_dest, reg_coord, reg_sampler_code);
}
void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) {
@ -1200,12 +1179,10 @@ void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) {
IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
char tmpLine[256];
char buf[50];
char src0_name[50];
if (gen_input_modifier_line(arg->src[0], 0, buf, tmpLine, shader->constants))
shader_addline(buffer, tmpLine);
shader_addline(buffer, "DP3 TMP.x, T%lu, %s;\n", reg, buf);
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name, shader->constants);
shader_addline(buffer, "DP3 TMP.x, T%lu, %s;\n", reg, src0_name);
}
void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
@ -1213,12 +1190,10 @@ void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
char tmpLine[256];
char buf[50];
char src0_name[50];
if (gen_input_modifier_line(arg->src[0], 0, buf, tmpLine, shader->constants))
shader_addline(buffer, tmpLine);
shader_addline(buffer, "DP3 TMP.y, T%lu, %s;\n", reg, buf);
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name, shader->constants);
shader_addline(buffer, "DP3 TMP.y, T%lu, %s;\n", reg, src0_name);
shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg, reg);
}
@ -1228,12 +1203,10 @@ void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) {
DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
SHADER_PARSE_STATE current_state = shader->baseShader.parse_state;
char tmpLine[256];
char buf[50];
char src0_name[50];
if (gen_input_modifier_line(arg->src[0], 0, buf, tmpLine, shader->constants))
shader_addline(buffer, tmpLine);
shader_addline(buffer, "DP3 TMP.%c, T%lu, %s;\n", 'x' + current_state.current_row, reg, buf);
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name, shader->constants);
shader_addline(buffer, "DP3 TMP.%c, T%lu, %s;\n", 'x' + current_state.current_row, reg, src0_name);
current_state.texcoord_w[current_state.current_row++] = reg;
}
@ -1243,12 +1216,10 @@ void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) {
DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
SHADER_PARSE_STATE current_state = shader->baseShader.parse_state;
char tmpLine[256];
char buf[50];
char src0_name[50];
if (gen_input_modifier_line(arg->src[0], 0, buf, tmpLine, shader->constants))
shader_addline(buffer, tmpLine);
shader_addline(buffer, "DP3 TMP.z, T%lu, %s;\n", reg, buf);
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name, shader->constants);
shader_addline(buffer, "DP3 TMP.z, T%lu, %s;\n", reg, src0_name);
/* Cubemap textures will be more used than 3D ones. */
shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], CUBE;\n", reg, reg);
@ -1261,12 +1232,10 @@ void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
SHADER_PARSE_STATE current_state = shader->baseShader.parse_state;
char tmpLine[256];
char buf[50];
char src0_name[50];
if (gen_input_modifier_line(arg->src[0], 0, buf, tmpLine, shader->constants))
shader_addline(buffer, tmpLine);
shader_addline(buffer, "DP3 TMP.z, T%lu, %s;\n", reg, buf);
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name, shader->constants);
shader_addline(buffer, "DP3 TMP.z, T%lu, %s;\n", reg, src0_name);
/* Construct the eye-ray vector from w coordinates */
shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%lu].w;\n", current_state.texcoord_w[0]);
@ -1290,12 +1259,10 @@ void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
DWORD reg3 = arg->src[1] & D3DSP_REGNUM_MASK;
SHADER_PARSE_STATE current_state = shader->baseShader.parse_state;
SHADER_BUFFER* buffer = arg->buffer;
char tmpLine[256];
char buf[50];
char src0_name[50];
if (gen_input_modifier_line(arg->src[0], 0, buf, tmpLine, shader->constants))
shader_addline(buffer, tmpLine);
shader_addline(buffer, "DP3 TMP.z, T%lu, %s;\n", reg, buf);
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name, shader->constants);
shader_addline(buffer, "DP3 TMP.z, T%lu, %s;\n", reg, src0_name);
/* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */
shader_addline(buffer, "DP3 TMP.w, TMP, C[%lu];\n", reg3);