Ivan Gyurdiev : wined3d:
Do not rely on num_params to skip unhandled tokens in shaders 2.0.
Alexandre Julliard
julliard at wine.codeweavers.com
Wed May 17 04:46:47 CDT 2006
Module: wine
Branch: refs/heads/master
Commit: 53d240a3e0452c66a43d57ba8fa28fbcc5fbb64e
URL: http://source.winehq.org/git/?p=wine.git;a=commit;h=53d240a3e0452c66a43d57ba8fa28fbcc5fbb64e
Author: Ivan Gyurdiev <ivg2 at cornell.edu>
Date: Wed May 17 02:00:47 2006 -0400
wined3d: Do not rely on num_params to skip unhandled tokens in shaders 2.0.
---
dlls/wined3d/baseshader.c | 28 ++++++++++++++++++++--------
1 files changed, 20 insertions(+), 8 deletions(-)
diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c
index 79a47e6..6ea5e9d 100644
--- a/dlls/wined3d/baseshader.c
+++ b/dlls/wined3d/baseshader.c
@@ -85,6 +85,20 @@ const SHADER_OPCODE* shader_get_opcode(
return NULL;
}
+/* 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) {
+
+ /* Shaders >= 2.0 may contain address tokens, but fortunately they
+ * have a useful legnth mask - use it here. Shaders 1.0 contain no such tokens */
+
+ return (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2)?
+ ((opcode_token & D3DSI_INSTLENGTH_MASK) >> D3DSI_INSTLENGTH_SHIFT):
+ curOpcode->num_params;
+}
+
/* Note: For vertex shaders,
* texUsed = addrUsed, and
* D3DSPR_TEXTURE = D3DSPR_ADDR.
@@ -424,6 +438,7 @@ void generate_base_shader(
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
const DWORD *pToken = pFunction;
const SHADER_OPCODE *curOpcode = NULL;
+ DWORD opcode_token;
DWORD i;
/* Initialize current parsing state */
@@ -465,8 +480,8 @@ void generate_base_shader(
}
/* Read opcode */
- curOpcode = shader_get_opcode(iface, *pToken);
- ++pToken;
+ opcode_token = *pToken++;
+ curOpcode = shader_get_opcode(iface, opcode_token);
/* Unknown opcode and its parameters */
if (NULL == curOpcode) {
@@ -479,14 +494,14 @@ void generate_base_shader(
} else if (USING_GLSL && curOpcode->hw_glsl_fct == NULL) {
FIXME("Token %s is not yet implemented with GLSL\n", curOpcode->name);
- pToken += curOpcode->num_params;
+ pToken += shader_skip_opcode(This, curOpcode, opcode_token);
/* Unhandled opcode in ARB */
} else if ( !USING_GLSL && GLNAME_REQUIRE_GLSL == curOpcode->glname) {
FIXME("Token %s requires greater functionality than "
"Vertex or Fragment_Program_ARB supports\n", curOpcode->name);
- pToken += curOpcode->num_params;
+ pToken += shader_skip_opcode(This, curOpcode, opcode_token);
/* If a generator function is set for current shader target, use it */
} else if ((!USING_GLSL && curOpcode->hw_fct != NULL) ||
@@ -515,13 +530,10 @@ void generate_base_shader(
} else {
- TRACE("Found opcode D3D:%s GL:%s, PARAMS:%d,\n",
- curOpcode->name, curOpcode->glname, curOpcode->num_params);
-
/* Unless we encounter a no-op command, this opcode is unrecognized */
if (curOpcode->opcode != D3DSIO_NOP) {
FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
- pToken += curOpcode->num_params;
+ pToken += shader_skip_opcode(This, curOpcode, opcode_token);
}
}
}
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