[WINED3D 4/4] Simplify input/output modifier line handling
Ivan Gyurdiev
ivg2 at cornell.edu
Sun May 21 16:19:04 CDT 2006
Changelog:
==========
- combine input parameter swizzle with the modifiers function.
Swizzle is not allowed everywhere, but neither are all the modifiers.
[swizzle _is_ an input modifier, so this is the right place for it].
A validation function should sort out what's allowed where, not the
generation code.
- do not propagate a generated modifiers line up the call stack - just
add it
to the shader buffer directly - this is simpler, and more efficient.
Make the function void, now that its return status is unused.
- Prefix modifiers and swizzle function with pshader_, and un-inline them.
The compiler should figure out what needs to be inlined - those are large
functions, inlining might be a bad idea.
-------------- next part --------------
---
dlls/wined3d/pixelshader.c | 165 ++++++++++++++++++--------------------------
1 files changed, 66 insertions(+), 99 deletions(-)
0915674997e09052bb51d6991edc5c60eb8c1a01
diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c
index 05241d2..157aee9 100644
--- a/dlls/wined3d/pixelshader.c
+++ b/dlls/wined3d/pixelshader.c
@@ -805,7 +805,7 @@ inline static void get_write_mask(const
}
}
-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_lin
/* 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
/* 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
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
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* a
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* a
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* a
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
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
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
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
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_OPCO
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_OPCOD
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);
--
1.3.1
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