Ivan Gyurdiev : wined3d: Clean up register use maps.
Alexandre Julliard
julliard at wine.codeweavers.com
Mon May 22 05:20:29 CDT 2006
Module: wine
Branch: refs/heads/master
Commit: cb973648abf808ece1c95c93496b3216fb3e075d
URL: http://source.winehq.org/git/?p=wine.git;a=commit;h=cb973648abf808ece1c95c93496b3216fb3e075d
Author: Ivan Gyurdiev <ivg2 at cornell.edu>
Date: Sun May 21 17:16:17 2006 -0400
wined3d: Clean up register use maps.
---
dlls/wined3d/baseshader.c | 65 ++++++++++++++++++++++++----------------
dlls/wined3d/wined3d_private.h | 6 ----
2 files changed, 39 insertions(+), 32 deletions(-)
diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c
index 6629d58..844dbc7 100644
--- a/dlls/wined3d/baseshader.c
+++ b/dlls/wined3d/baseshader.c
@@ -30,6 +30,12 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
#define GLNAME_REQUIRE_GLSL ((const char *)1)
+typedef struct shader_reg_maps {
+ DWORD texcoord;
+ DWORD temporary;
+ DWORD address;
+} shader_reg_maps;
+
inline static BOOL shader_is_version_token(DWORD token) {
return shader_is_pshader_version(token) ||
shader_is_vshader_version(token);
@@ -153,26 +159,22 @@ int shader_skip_unrecognized(
return tokens_read;
}
-/* Note: For vertex shaders,
- * texUsed = addrUsed, and
- * D3DSPR_TEXTURE = D3DSPR_ADDR.
- *
- * Also note that this does not count the loop register
- * as an address register. */
+/* Note that this does not count the loop register
+ * as an address register. */
-void shader_get_registers_used(
+static void shader_get_registers_used(
IWineD3DBaseShader *iface,
+ shader_reg_maps* reg_maps,
CONST DWORD* pToken) {
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
- DWORD* tempsUsed = &This->baseShader.temps_used;
- DWORD* texUsed = &This->baseShader.textures_used;
if (pToken == NULL)
return;
- *tempsUsed = 0;
- *texUsed = 0;
+ reg_maps->temporary = 0;
+ reg_maps->texcoord = 0;
+ reg_maps->address = 0;
while (D3DVS_END() != *pToken) {
CONST SHADER_OPCODE* curOpcode;
@@ -233,10 +235,16 @@ void shader_get_registers_used(
regtype = (param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT;
reg = param & D3DSP_REGNUM_MASK;
- if (D3DSPR_TEXTURE == regtype)
- *texUsed |= (1 << reg);
+ if (D3DSPR_TEXTURE == regtype) { /* vs: D3DSPR_ADDR */
+
+ if (shader_is_pshader_version(This->baseShader.hex_version))
+ reg_maps->texcoord |= (1 << reg);
+ else
+ reg_maps->address |= (1 << reg);
+ }
+
if (D3DSPR_TEMP == regtype)
- *tempsUsed |= (1 << reg);
+ reg_maps->temporary |= (1 << reg);
}
}
}
@@ -498,30 +506,33 @@ void shader_dump_param(
/** Generate the variable & register declarations for the ARB_vertex_program
output target */
-void generate_arb_declarations(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer) {
+void generate_arb_declarations(
+ IWineD3DBaseShader *iface,
+ shader_reg_maps* reg_maps,
+ SHADER_BUFFER* buffer) {
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
DWORD i;
for(i = 0; i < This->baseShader.limits.temporary; i++) {
- if (This->baseShader.temps_used & (1 << i))
+ if (reg_maps->temporary & (1 << i))
shader_addline(buffer, "TEMP R%lu;\n", i);
}
for (i = 0; i < This->baseShader.limits.address; i++) {
- if (This->baseShader.textures_used & (1 << i))
+ if (reg_maps->address & (1 << i))
shader_addline(buffer, "ADDRESS A%ld;\n", i);
}
for(i = 0; i < This->baseShader.limits.texture; i++) {
- if (This->baseShader.textures_used & (1 << i))
+ if (reg_maps->texcoord & (1 << i))
shader_addline(buffer,"TEMP T%lu;\n", i);
}
/* Texture coordinate registers must be pre-loaded */
for (i = 0; i < This->baseShader.limits.texture; i++) {
- if (This->baseShader.textures_used & (1 << i))
- shader_addline(buffer, "MOV T%lu, fragment.texcoord[%lu];\n", i, i);
+ if (reg_maps->texcoord & (1 << i))
+ shader_addline(buffer, "MOV T%lu, fragment.texcoord[%lu];\n", i, i);
}
/* Need to PARAM the environment parameters (constants) so we can use relative addressing */
@@ -532,7 +543,10 @@ void generate_arb_declarations(IWineD3DB
/** Generate the variable & register declarations for the GLSL
output target */
-void generate_glsl_declarations(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer) {
+void generate_glsl_declarations(
+ IWineD3DBaseShader *iface,
+ shader_reg_maps* reg_maps,
+ SHADER_BUFFER* buffer) {
FIXME("GLSL not fully implemented yet.\n");
@@ -554,14 +568,13 @@ void generate_base_shader(
SHADER_HANDLER hw_fct = NULL;
DWORD opcode_token;
DWORD i;
+ shader_reg_maps reg_maps;
/* Initialize current parsing state */
This->baseShader.parse_state.current_row = 0;
/* First pass: figure out which temporary and texture registers are used */
- shader_get_registers_used(iface, pToken);
- TRACE("Texture/Address registers used: %#lx, Temp registers used %#lx\n",
- This->baseShader.textures_used, This->baseShader.temps_used);
+ shader_get_registers_used(iface, ®_maps, pToken);
/* TODO: check register usage against GL/Directx limits, and fail if they're exceeded
nUseAddressRegister < = GL_MAX_PROGRAM_ADDRESS_REGISTERS_AR
@@ -570,10 +583,10 @@ void generate_base_shader(
/* Pre-declare registers */
if (USING_GLSL) {
- generate_glsl_declarations(iface, buffer);
+ generate_glsl_declarations(iface, ®_maps, buffer);
shader_addline(buffer, "void main() {\n");
} else {
- generate_arb_declarations(iface, buffer);
+ generate_arb_declarations(iface, ®_maps, buffer);
}
/* Second pass, process opcodes */
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 0addae6..50ab115 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1341,8 +1341,6 @@ typedef struct IWineD3DBaseShaderClass
{
DWORD version;
DWORD hex_version;
- DWORD temps_used;
- DWORD textures_used;
SHADER_LIMITS limits;
SHADER_PARSE_STATE parse_state;
CONST SHADER_OPCODE *shader_ins;
@@ -1360,10 +1358,6 @@ typedef struct IWineD3DBaseShaderImpl {
IWineD3DBaseShaderClass baseShader;
} IWineD3DBaseShaderImpl;
-extern void shader_get_registers_used(
- IWineD3DBaseShader *iface,
- CONST DWORD* pToken);
-
extern void shader_program_dump_decl_usage(
DWORD dcl,
DWORD param);
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