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wined3d: Simplify input/output modifier line handling.
This commit is contained in:
parent
cb973648ab
commit
7b861b3c03
@ -805,7 +805,7 @@ inline static void get_write_mask(const DWORD output_reg, char *write_mask) {
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}
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}
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inline static void get_input_register_swizzle(const DWORD instr, char *swzstring) {
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static void pshader_get_input_register_swizzle(const DWORD instr, char *swzstring) {
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static const char swizzle_reg_chars[] = "rgba";
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DWORD swizzle = (instr & D3DSP_SWIZZLE_MASK) >> D3DSP_SWIZZLE_SHIFT;
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DWORD swizzle_x = swizzle & 0x03;
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@ -851,15 +851,28 @@ static const char* shift_tab[] = {
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"coefdiv.x" /* 15 (d2) */
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};
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inline static void gen_output_modifier_line(int saturate, char *write_mask, int shift, char *regstr, char* line) {
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inline static void pshader_gen_output_modifier_line(
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SHADER_BUFFER* buffer,
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int saturate,
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char *write_mask,
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int shift,
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char *regstr) {
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/* Generate a line that does the output modifier computation */
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sprintf(line, "MUL%s %s%s, %s, %s;", saturate ? "_SAT" : "", regstr, write_mask, regstr, shift_tab[shift]);
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shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "",
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regstr, write_mask, regstr, shift_tab[shift]);
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}
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inline static int gen_input_modifier_line(const DWORD instr, int tmpreg, char *outregstr, char *line, char constants[WINED3D_PSHADER_MAX_CONSTANTS]) {
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static void pshader_gen_input_modifier_line (
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SHADER_BUFFER* buffer,
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const DWORD instr,
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int tmpreg,
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char *outregstr,
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char constants[WINED3D_PSHADER_MAX_CONSTANTS]) {
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/* Generate a line that does the input modifier computation and return the input register to use */
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static char regstr[256];
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static char tmpline[256];
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char regstr[256];
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char swzstr[20];
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int insert_line;
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/* Assume a new line will be added */
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@ -867,60 +880,54 @@ inline static int gen_input_modifier_line(const DWORD instr, int tmpreg, char *o
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/* Get register name */
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get_register_name(instr, regstr, constants);
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pshader_get_input_register_swizzle(instr, swzstr);
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switch (instr & D3DSP_SRCMOD_MASK) {
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case D3DSPSM_NONE:
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strcpy(outregstr, regstr);
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sprintf(outregstr, "%s%s", regstr, swzstr);
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insert_line = 0;
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break;
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case D3DSPSM_NEG:
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sprintf(outregstr, "-%s", regstr);
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sprintf(outregstr, "-%s%s", regstr, swzstr);
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insert_line = 0;
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break;
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case D3DSPSM_BIAS:
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sprintf(line, "ADD T%c, %s, -coefdiv.x;", 'A' + tmpreg, regstr);
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shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
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break;
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case D3DSPSM_BIASNEG:
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sprintf(line, "ADD T%c, -%s, coefdiv.x;", 'A' + tmpreg, regstr);
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shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
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break;
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case D3DSPSM_SIGN:
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sprintf(line, "MAD T%c, %s, coefmul.x, -one.x;", 'A' + tmpreg, regstr);
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shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
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break;
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case D3DSPSM_SIGNNEG:
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sprintf(line, "MAD T%c, %s, -coefmul.x, one.x;", 'A' + tmpreg, regstr);
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shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
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break;
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case D3DSPSM_COMP:
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sprintf(line, "SUB T%c, one.x, %s;", 'A' + tmpreg, regstr);
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shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
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break;
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case D3DSPSM_X2:
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sprintf(line, "ADD T%c, %s, %s;", 'A' + tmpreg, regstr, regstr);
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shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
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break;
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case D3DSPSM_X2NEG:
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sprintf(line, "ADD T%c, -%s, -%s;", 'A' + tmpreg, regstr, regstr);
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shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
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break;
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case D3DSPSM_DZ:
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sprintf(line, "RCP T%c, %s.z;", 'A' + tmpreg, regstr);
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sprintf(tmpline, "MUL T%c, %s, T%c;", 'A' + tmpreg, regstr, 'A' + tmpreg);
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strcat(line, "\n"); /* Hack */
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strcat(line, tmpline);
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shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
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shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
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break;
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case D3DSPSM_DW:
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sprintf(line, "RCP T%c, %s.w;", 'A' + tmpreg, regstr);
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sprintf(tmpline, "MUL T%c, %s, T%c;", 'A' + tmpreg, regstr, 'A' + tmpreg);
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strcat(line, "\n"); /* Hack */
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strcat(line, tmpline);
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shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
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shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
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break;
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default:
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strcpy(outregstr, regstr);
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sprintf(outregstr, "%s%s", regstr, swzstr);
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insert_line = 0;
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}
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if (insert_line) {
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/* Substitute the register name */
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sprintf(outregstr, "T%c", 'A' + tmpreg);
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}
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return insert_line;
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/* Return modified or original register, with swizzle */
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if (insert_line)
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sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
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}
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void pshader_set_version(
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@ -1020,16 +1027,11 @@ void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
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/* Generate input and output registers */
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if (curOpcode->num_params > 0) {
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char regs[5][50];
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char operands[4][100];
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char swzstring[20];
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char tmpOp[256];
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/* Generate lines that handle input modifier computation */
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for (i = 1; i < curOpcode->num_params; ++i) {
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if (gen_input_modifier_line(src[i - 1], i - 1, regs[i - 1], tmpOp, This->constants))
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shader_addline(buffer, tmpOp);
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}
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/* Generate input register names (with modifiers) */
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for (i = 1; i < curOpcode->num_params; ++i)
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pshader_gen_input_modifier_line(buffer, src[i-1], i-1, operands[i], This->constants);
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/* Handle output register */
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get_register_name(dst, output_rname, This->constants);
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@ -1037,14 +1039,6 @@ void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
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get_write_mask(dst, output_wmask);
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strcat(operands[0], output_wmask);
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/* This function works because of side effects from gen_input_modifier_line */
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/* Handle input registers */
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for (i = 1; i < curOpcode->num_params; ++i) {
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strcpy(operands[i], regs[i - 1]);
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get_input_register_swizzle(src[i - 1], swzstring);
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strcat(operands[i], swzstring);
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}
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switch(curOpcode->opcode) {
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case D3DSIO_CMP:
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sprintf(tmpLine, "CMP%s %s, %s, %s, %s;\n", (saturate ? "_SAT" : ""),
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@ -1070,10 +1064,8 @@ void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
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shader_addline(buffer, tmpLine);
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/* A shift requires another line. */
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if (shift != 0) {
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gen_output_modifier_line(saturate, output_wmask, shift, output_rname, tmpLine);
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shader_addline(buffer, tmpLine);
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}
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if (shift != 0)
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pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname);
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}
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}
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@ -1085,10 +1077,8 @@ void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
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SHADER_BUFFER* buffer = arg->buffer;
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DWORD version = This->baseShader.version;
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char tmpLine[256];
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char reg_dest[40];
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char reg_coord[40];
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char reg_coord_swz[20] = "";
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DWORD reg_dest_code;
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DWORD reg_sampler_code;
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@ -1096,23 +1086,12 @@ void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
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reg_dest_code = dst & D3DSP_REGNUM_MASK;
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get_register_name(dst, reg_dest, This->constants);
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/* 1.0-1.3: Use destination register as coordinate source. No modifiers.
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1.4: Use provided coordinate source register. _dw, _dz, swizzle allowed.
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2.0+: Use provided coordinate source register. No modifiers.
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3.0+: Use provided coordinate source register. Swizzle allowed */
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/* 1.0-1.3: Use destination register as coordinate source.
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2.0+: Use provided coordinate source register. */
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if (version < 14)
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strcpy(reg_coord, reg_dest);
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else if (version == 14) {
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if (gen_input_modifier_line(src[0], 0, reg_coord, tmpLine, This->constants))
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shader_addline(buffer, tmpLine);
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get_input_register_swizzle(src[0], reg_coord_swz);
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}
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else if (version > 14 && version < 30)
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get_register_name(src[0], reg_coord, This->constants);
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else if (version >= 30) {
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get_input_register_swizzle(src[0], reg_coord_swz);
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get_register_name(src[0], reg_coord, This->constants);
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}
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else
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pshader_gen_input_modifier_line(buffer, src[0], 0, reg_coord, This->constants);
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/* 1.0-1.4: Use destination register number as texture code.
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2.0+: Use provided sampler number as texure code. */
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@ -1121,8 +1100,8 @@ void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
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else
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reg_sampler_code = src[1] & D3DSP_REGNUM_MASK;
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shader_addline(buffer, "TEX %s, %s%s, texture[%lu], 2D;\n",
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reg_dest, reg_coord, reg_coord_swz, reg_sampler_code);
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shader_addline(buffer, "TEX %s, %s, texture[%lu], 2D;\n",
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reg_dest, reg_coord, reg_sampler_code);
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}
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void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) {
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@ -1200,12 +1179,10 @@ void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) {
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IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
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DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
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SHADER_BUFFER* buffer = arg->buffer;
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char tmpLine[256];
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char buf[50];
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char src0_name[50];
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if (gen_input_modifier_line(arg->src[0], 0, buf, tmpLine, shader->constants))
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shader_addline(buffer, tmpLine);
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shader_addline(buffer, "DP3 TMP.x, T%lu, %s;\n", reg, buf);
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pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name, shader->constants);
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shader_addline(buffer, "DP3 TMP.x, T%lu, %s;\n", reg, src0_name);
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}
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void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
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@ -1213,12 +1190,10 @@ void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
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IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
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DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
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SHADER_BUFFER* buffer = arg->buffer;
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char tmpLine[256];
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char buf[50];
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char src0_name[50];
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if (gen_input_modifier_line(arg->src[0], 0, buf, tmpLine, shader->constants))
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shader_addline(buffer, tmpLine);
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shader_addline(buffer, "DP3 TMP.y, T%lu, %s;\n", reg, buf);
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pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name, shader->constants);
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shader_addline(buffer, "DP3 TMP.y, T%lu, %s;\n", reg, src0_name);
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shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg, reg);
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}
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@ -1228,12 +1203,10 @@ void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) {
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DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
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SHADER_BUFFER* buffer = arg->buffer;
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SHADER_PARSE_STATE current_state = shader->baseShader.parse_state;
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char tmpLine[256];
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char buf[50];
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char src0_name[50];
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if (gen_input_modifier_line(arg->src[0], 0, buf, tmpLine, shader->constants))
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shader_addline(buffer, tmpLine);
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shader_addline(buffer, "DP3 TMP.%c, T%lu, %s;\n", 'x' + current_state.current_row, reg, buf);
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pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name, shader->constants);
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shader_addline(buffer, "DP3 TMP.%c, T%lu, %s;\n", 'x' + current_state.current_row, reg, src0_name);
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current_state.texcoord_w[current_state.current_row++] = reg;
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}
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@ -1243,12 +1216,10 @@ void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) {
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DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
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SHADER_BUFFER* buffer = arg->buffer;
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SHADER_PARSE_STATE current_state = shader->baseShader.parse_state;
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char tmpLine[256];
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char buf[50];
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char src0_name[50];
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if (gen_input_modifier_line(arg->src[0], 0, buf, tmpLine, shader->constants))
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shader_addline(buffer, tmpLine);
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shader_addline(buffer, "DP3 TMP.z, T%lu, %s;\n", reg, buf);
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pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name, shader->constants);
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shader_addline(buffer, "DP3 TMP.z, T%lu, %s;\n", reg, src0_name);
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/* Cubemap textures will be more used than 3D ones. */
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shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], CUBE;\n", reg, reg);
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@ -1261,12 +1232,10 @@ void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
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DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
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SHADER_BUFFER* buffer = arg->buffer;
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SHADER_PARSE_STATE current_state = shader->baseShader.parse_state;
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char tmpLine[256];
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char buf[50];
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char src0_name[50];
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if (gen_input_modifier_line(arg->src[0], 0, buf, tmpLine, shader->constants))
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shader_addline(buffer, tmpLine);
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shader_addline(buffer, "DP3 TMP.z, T%lu, %s;\n", reg, buf);
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pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name, shader->constants);
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shader_addline(buffer, "DP3 TMP.z, T%lu, %s;\n", reg, src0_name);
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/* Construct the eye-ray vector from w coordinates */
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shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%lu].w;\n", current_state.texcoord_w[0]);
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@ -1290,12 +1259,10 @@ void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
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DWORD reg3 = arg->src[1] & D3DSP_REGNUM_MASK;
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SHADER_PARSE_STATE current_state = shader->baseShader.parse_state;
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SHADER_BUFFER* buffer = arg->buffer;
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char tmpLine[256];
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char buf[50];
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char src0_name[50];
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if (gen_input_modifier_line(arg->src[0], 0, buf, tmpLine, shader->constants))
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shader_addline(buffer, tmpLine);
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shader_addline(buffer, "DP3 TMP.z, T%lu, %s;\n", reg, buf);
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pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name, shader->constants);
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shader_addline(buffer, "DP3 TMP.z, T%lu, %s;\n", reg, src0_name);
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/* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */
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shader_addline(buffer, "DP3 TMP.w, TMP, C[%lu];\n", reg3);
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