[PATCH 2/4] wined3d: Properly take both input and output masks into account in handle_ps3_input().
Henri Verbeet
hverbeet at codeweavers.com
Tue Jul 27 05:54:50 CDT 2010
---
dlls/wined3d/glsl_shader.c | 102 ++++++++++++++++++--------------------------
1 files changed, 41 insertions(+), 61 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 7736065..1eae835 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -3733,12 +3733,12 @@ static void handle_ps3_input(struct wined3d_shader_buffer *buffer, const struct
const struct wined3d_shader_signature_element *output_signature, const struct shader_reg_maps *reg_maps_out)
{
unsigned int i, j;
- const char *semantic_name_in, *semantic_name_out;
- UINT semantic_idx_in, semantic_idx_out;
+ const char *semantic_name_in;
+ UINT semantic_idx_in;
DWORD *set;
DWORD in_idx;
unsigned int in_count = vec4_varyings(3, gl_info);
- char reg_mask[6], reg_mask_out[6];
+ char reg_mask[6];
char destination[50];
WORD input_map, output_map;
@@ -3775,11 +3775,13 @@ static void handle_ps3_input(struct wined3d_shader_buffer *buffer, const struct
semantic_name_in = input_signature[i].semantic_name;
semantic_idx_in = input_signature[i].semantic_idx;
- set[map[i]] = input_signature[i].mask;
- shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
+ set[in_idx] = ~0U;
if (!output_signature)
{
+ shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
+ set[in_idx] = input_signature[i].mask;
+
if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_COLOR))
{
if (semantic_idx_in == 0)
@@ -3815,73 +3817,51 @@ static void handle_ps3_input(struct wined3d_shader_buffer *buffer, const struct
shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
destination, reg_mask, reg_mask);
}
- } else {
- BOOL found = FALSE;
-
+ }
+ else
+ {
output_map = reg_maps_out->output_registers;
for (j = 0; output_map; output_map >>= 1, ++j)
{
- if (!(output_map & 1)) continue;
+ DWORD mask;
- semantic_name_out = output_signature[j].semantic_name;
- semantic_idx_out = output_signature[j].semantic_idx;
- shader_glsl_write_mask_to_str(output_signature[j].mask, reg_mask_out);
+ if (!(output_map & 1)
+ || semantic_idx_in != output_signature[j].semantic_idx
+ || strcmp(semantic_name_in, output_signature[j].semantic_name)
+ || !(mask = input_signature[i].mask & output_signature[j].mask))
+ continue;
- if (semantic_idx_in == semantic_idx_out
- && !strcmp(semantic_name_in, semantic_name_out))
- {
- shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
- destination, reg_mask, j, reg_mask);
- found = TRUE;
- }
- }
- if(!found) {
- shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
- destination, reg_mask, reg_mask);
+ set[in_idx] = mask;
+ shader_glsl_write_mask_to_str(mask, reg_mask);
+
+ shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
+ destination, reg_mask, j, reg_mask);
}
}
}
- /* This is solely to make the compiler / linker happy and avoid warning about undefined
- * varyings. It shouldn't result in any real code executed on the GPU, since all read
- * input varyings are assigned above, if the optimizer works properly.
- */
- for(i = 0; i < in_count + 2; i++) {
- if (set[i] && set[i] != WINED3DSP_WRITEMASK_ALL)
- {
- unsigned int size = 0;
- memset(reg_mask, 0, sizeof(reg_mask));
- if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
- reg_mask[size] = 'x';
- size++;
- }
- if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
- reg_mask[size] = 'y';
- size++;
- }
- if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
- reg_mask[size] = 'z';
- size++;
- }
- if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
- reg_mask[size] = 'w';
- size++;
- }
+ for (i = 0; i < in_count + 2; ++i)
+ {
+ unsigned int size;
- if (i == in_count) {
- sprintf(destination, "gl_FrontColor");
- } else if (i == in_count + 1) {
- sprintf(destination, "gl_FrontSecondaryColor");
- } else {
- sprintf(destination, "IN[%u]", i);
- }
+ if (!set[i] || set[i] == WINED3DSP_WRITEMASK_ALL)
+ continue;
- if (size == 1) {
- shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
- } else {
- shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
- }
- }
+ if (set[i] == ~0U) set[i] = 0;
+
+ size = 0;
+ if (!(set[i] & WINED3DSP_WRITEMASK_0)) reg_mask[size++] = 'x';
+ if (!(set[i] & WINED3DSP_WRITEMASK_1)) reg_mask[size++] = 'y';
+ if (!(set[i] & WINED3DSP_WRITEMASK_2)) reg_mask[size++] = 'z';
+ if (!(set[i] & WINED3DSP_WRITEMASK_3)) reg_mask[size++] = 'w';
+ reg_mask[size] = '\0';
+
+ if (i == in_count) sprintf(destination, "gl_FrontColor");
+ else if (i == in_count + 1) sprintf(destination, "gl_FrontSecondaryColor");
+ else sprintf(destination, "IN[%u]", i);
+
+ if (size == 1) shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
+ else shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
}
HeapFree(GetProcessHeap(), 0, set);
--
1.7.1
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