wined3d: Explicitly pass the shader version to some more functions.

This commit is contained in:
Henri Verbeet 2008-12-15 12:10:14 +01:00 committed by Alexandre Julliard
parent b9e10147d9
commit dd094fe69d

View File

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