[PATCH 1/5] wined3d: Properly handle negative loop step in shader_glsl_loop().
Henri Verbeet
hverbeet at codeweavers.com
Mon Aug 10 02:30:48 CDT 2009
---
dlls/wined3d/arb_program_shader.c | 11 +--------
dlls/wined3d/glsl_shader.c | 41 +++++++++++++++++++++++-------------
dlls/wined3d/wined3d_private.h | 7 ++++++
3 files changed, 35 insertions(+), 24 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 4ed57a0..c7eeb8f 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -91,13 +91,6 @@ static inline BOOL ffp_clip_emul(IWineD3DStateBlockImpl *stateblock)
/* ARB_program_shader private data */
-struct loop_control
-{
- unsigned int count;
- unsigned int start;
- int step;
-};
-
struct control_frame
{
struct list entry;
@@ -115,7 +108,7 @@ struct control_frame
unsigned int loop_no;
unsigned int ifc_no;
};
- struct loop_control loop_control;
+ struct wined3d_shader_loop_control loop_control;
BOOL had_else;
};
@@ -4686,7 +4679,7 @@ static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
}
static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
- IWineD3DBaseShaderImpl *This, UINT idx, struct loop_control *loop_control)
+ IWineD3DBaseShaderImpl *This, UINT idx, struct wined3d_shader_loop_control *loop_control)
{
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 1239b0a..0f5871e 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -2485,22 +2485,33 @@ static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
}
}
- if(control_values) {
- if(control_values[2] > 0) {
- shader_addline(ins->ctx->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
- shader->baseShader.cur_loop_depth, control_values[1],
- shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
- shader->baseShader.cur_loop_depth, control_values[2]);
- } else if(control_values[2] == 0) {
- shader_addline(ins->ctx->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
- shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth,
- shader->baseShader.cur_loop_depth, control_values[0],
+ if (control_values)
+ {
+ struct wined3d_shader_loop_control loop_control;
+ loop_control.count = control_values[0];
+ loop_control.start = control_values[1];
+ loop_control.step = (int)control_values[2];
+
+ if (loop_control.step > 0)
+ {
+ shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
+ shader->baseShader.cur_loop_depth, loop_control.start,
+ shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
+ shader->baseShader.cur_loop_depth, loop_control.step);
+ }
+ else if (loop_control.step < 0)
+ {
+ shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
+ shader->baseShader.cur_loop_depth, loop_control.start,
+ shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
+ shader->baseShader.cur_loop_depth, loop_control.step);
+ }
+ else
+ {
+ shader_addline(ins->ctx->buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
+ shader->baseShader.cur_loop_depth, loop_control.start, shader->baseShader.cur_loop_depth,
+ shader->baseShader.cur_loop_depth, loop_control.count,
shader->baseShader.cur_loop_depth);
- } else {
- shader_addline(ins->ctx->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
- shader->baseShader.cur_loop_depth, control_values[1],
- shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
- shader->baseShader.cur_loop_depth, control_values[2]);
}
} else {
shader_addline(ins->ctx->buffer,
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index d3e1053..aaa2c71 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -727,6 +727,13 @@ struct wined3d_shader_attribute
UINT usage_idx;
};
+struct wined3d_shader_loop_control
+{
+ unsigned int count;
+ unsigned int start;
+ int step;
+};
+
struct wined3d_shader_frontend
{
void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
--
1.6.0.6
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