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wined3d: Explicitly pass the shader version to some more functions.
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@ -131,17 +131,12 @@ static int shader_get_param(const DWORD *pToken, DWORD shader_version, DWORD *pa
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}
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/* Return the number of parameters to skip for an opcode */
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static inline int shader_skip_opcode(
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IWineD3DBaseShaderImpl* This,
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const SHADER_OPCODE* curOpcode,
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DWORD opcode_token) {
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static inline int shader_skip_opcode(const SHADER_OPCODE *curOpcode, DWORD opcode_token, DWORD shader_version)
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{
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/* Shaders >= 2.0 may contain address tokens, but fortunately they
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* have a useful length mask - use it here. Shaders 1.0 contain no such tokens */
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return (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2)?
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((opcode_token & WINED3DSI_INSTLENGTH_MASK) >> WINED3DSI_INSTLENGTH_SHIFT):
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curOpcode->num_params;
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return (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2)
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? ((opcode_token & WINED3DSI_INSTLENGTH_MASK) >> WINED3DSI_INSTLENGTH_SHIFT) : curOpcode->num_params;
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}
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/* Read the parameters of an unrecognized opcode from the input stream
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@ -767,9 +762,8 @@ static void shader_dump_param(const DWORD param, const DWORD addr_token, int inp
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}
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static void shader_color_correction(IWineD3DBaseShaderImpl *shader,
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IWineD3DDeviceImpl *device, const struct SHADER_OPCODE_ARG *arg)
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IWineD3DDeviceImpl *device, const struct SHADER_OPCODE_ARG *arg, DWORD shader_version)
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{
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DWORD hex_version = shader->baseShader.hex_version;
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IWineD3DBaseTextureImpl *texture;
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struct color_fixup_desc fixup;
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BOOL recorded = FALSE;
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@ -779,7 +773,7 @@ static void shader_color_correction(IWineD3DBaseShaderImpl *shader,
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switch(arg->opcode->opcode)
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{
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case WINED3DSIO_TEX:
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if (hex_version < WINED3DPS_VERSION(2,0)) sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
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if (WINED3DSHADER_VERSION_MAJOR(shader_version) < 2) sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
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else sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
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break;
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@ -894,7 +888,7 @@ void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer,
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WINED3DSIO_PHASE == curOpcode->opcode ||
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WINED3DSIO_RET == curOpcode->opcode) {
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pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
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pToken += shader_skip_opcode(curOpcode, hw_arg.opcode_token, shader_version);
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/* If a generator function is set for current shader target, use it */
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} else if (hw_fct != NULL) {
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@ -927,7 +921,7 @@ void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer,
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hw_fct(&hw_arg);
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/* Add color correction if needed */
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shader_color_correction(This, device, &hw_arg);
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shader_color_correction(This, device, &hw_arg, shader_version);
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/* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
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/* FIXME: This should be internal to the shader backend.
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@ -939,7 +933,7 @@ void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer,
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} else {
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FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
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pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
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pToken += shader_skip_opcode(curOpcode, hw_arg.opcode_token, shader_version);
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}
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}
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/* TODO: What about result.depth? */
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