H. Verbeet : wined3d:
Move WINED3DSIO_SGE & WINED3DSIO_SLT from shader_glsl_map2gl()
to shader_glsl_compare() where they belong.
Alexandre Julliard
julliard at wine.codeweavers.com
Tue Jan 16 10:07:32 CST 2007
Module: wine
Branch: master
Commit: b557a8021a0ffe83b9ea5605f363f24915c62796
URL: http://source.winehq.org/git/wine.git/?a=commit;h=b557a8021a0ffe83b9ea5605f363f24915c62796
Author: H. Verbeet <hverbeet at gmail.com>
Date: Mon Jan 15 19:31:49 2007 +0100
wined3d: Move WINED3DSIO_SGE & WINED3DSIO_SLT from shader_glsl_map2gl() to shader_glsl_compare() where they belong.
Properly take the write mask into account
---
dlls/wined3d/glsl_shader.c | 60 +++++++++++++++++++++++++++----------------
1 files changed, 38 insertions(+), 22 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 4a020da..6523d35 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -749,6 +749,17 @@ static DWORD shader_glsl_get_write_mask(
return mask;
}
+static size_t shader_glsl_get_write_mask_size(DWORD write_mask) {
+ size_t size = 0;
+
+ if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
+ if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
+ if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
+ if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
+
+ return size;
+}
+
static void shader_glsl_get_swizzle(const DWORD param, BOOL fixup, DWORD mask, char *swizzle_str) {
/* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
* but addressed as "rgba". To fix this we need to swap the register's x
@@ -1021,8 +1032,6 @@ void shader_glsl_map2gl(SHADER_OPCODE_AR
case WINED3DSIO_LOGP:
case WINED3DSIO_LOG: strcat(tmpLine, "log2"); break;
case WINED3DSIO_EXP: strcat(tmpLine, "exp2"); break;
- case WINED3DSIO_SGE: strcat(tmpLine, "greaterThanEqual"); break;
- case WINED3DSIO_SLT: strcat(tmpLine, "lessThan"); break;
case WINED3DSIO_SGN: strcat(tmpLine, "sign"); break;
default:
FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
@@ -1097,32 +1106,39 @@ void shader_glsl_rcp(SHADER_OPCODE_ARG*
/** Process signed comparison opcodes in GLSL. */
void shader_glsl_compare(SHADER_OPCODE_ARG* arg) {
+ char src0_str[100], src1_str[100];
+ char src0_reg[50], src1_reg[50];
+ char src0_mask[6], src1_mask[6];
+ DWORD write_mask;
+ size_t mask_size;
- char tmpLine[256];
- char dst_str[100], src0_str[100], src1_str[100];
- char dst_reg[50], src0_reg[50], src1_reg[50];
- char dst_mask[6], src0_mask[6], src1_mask[6];
-
- shader_glsl_add_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str);
- shader_glsl_add_src_param_old(arg, arg->src[0], arg->src_addr[0], src0_reg, src0_mask, src0_str);
- shader_glsl_add_dst_old(arg->dst, dst_reg, dst_mask, tmpLine);
+ write_mask = shader_glsl_append_dst(arg->buffer, arg);
+ mask_size = shader_glsl_get_write_mask_size(write_mask);
+ shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, src0_reg, src0_mask, src0_str);
+ shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, src1_reg, src1_mask, src1_str);
- /* If we are comparing vectors and not scalars, we should process this through map2gl using the GLSL functions. */
- if (strlen(src0_mask) != 2) {
- shader_glsl_map2gl(arg);
+ if (mask_size > 1) {
+ const char *compare;
+
+ switch(arg->opcode->opcode) {
+ case WINED3DSIO_SLT: compare = "lessThan"; break;
+ case WINED3DSIO_SGE: compare = "greaterThanEqual"; break;
+ default: compare = "";
+ FIXME("Can't handle opcode %s\n", arg->opcode->name);
+ }
+
+ shader_addline(arg->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare, src0_str, src1_str);
} else {
- char compareStr[3];
- compareStr[0] = 0;
- shader_glsl_add_src_param_old(arg, arg->src[1], arg->src_addr[1], src1_reg, src1_mask, src1_str);
+ const char *compare;
- switch (arg->opcode->opcode) {
- case WINED3DSIO_SLT: strcpy(compareStr, "<"); break;
- case WINED3DSIO_SGE: strcpy(compareStr, ">="); break;
- default:
+ switch(arg->opcode->opcode) {
+ case WINED3DSIO_SLT: compare = "<"; break;
+ case WINED3DSIO_SGE: compare = ">="; break;
+ default: compare = "";
FIXME("Can't handle opcode %s\n", arg->opcode->name);
}
- shader_addline(arg->buffer, "%s(float(%s) %s float(%s)) ? 1.0 : 0.0)%s;\n",
- tmpLine, src0_str, compareStr, src1_str, dst_mask);
+
+ shader_addline(arg->buffer, "(%s %s %s) ? 1.0 : 0.0);\n", src0_str, compare, src1_str);
}
}
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