Henri Verbeet : wined3d: Give mov & mova their own handler.
Alexandre Julliard
julliard at winehq.org
Wed Nov 19 08:35:08 CST 2008
Module: wine
Branch: master
Commit: 9b118cc345f0d6e2e84bd30059185b8f4ac98894
URL: http://source.winehq.org/git/wine.git/?a=commit;h=9b118cc345f0d6e2e84bd30059185b8f4ac98894
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Wed Nov 19 11:49:13 2008 +0100
wined3d: Give mov & mova their own handler.
---
dlls/wined3d/arb_program_shader.c | 81 +++++++++++++++++++++++--------------
1 files changed, 50 insertions(+), 31 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index e5bd6bb..ec64c3e 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -1154,35 +1154,7 @@ static void shader_hw_map2gl(SHADER_OPCODE_ARG* arg)
/* A shift requires another line. */
if (shift) pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname);
} else {
- if ((curOpcode->opcode == WINED3DSIO_MOV && shader_get_regtype(dst) == WINED3DSPR_ADDR)
- || curOpcode->opcode == WINED3DSIO_MOVA) {
- memset(tmpLine, 0, sizeof(tmpLine));
- if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
- {
- vshader_program_add_param(arg, src[0], TRUE, tmpLine);
- shader_addline(buffer, "ADD TMP.x, %s, helper_const.z;\n", tmpLine);
- shader_addline(buffer, "ARL A0.x, TMP.x;\n");
- } else {
- /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
- * with more than one component. Thus replicate the first source argument over all
- * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc)
- */
- DWORD parm = src[0] & ~(WINED3DVS_SWIZZLE_MASK);
- if((src[0] & WINED3DVS_X_W) == WINED3DVS_X_W) {
- parm |= WINED3DVS_X_W | WINED3DVS_Y_W | WINED3DVS_Z_W | WINED3DVS_W_W;
- } else if((src[0] & WINED3DVS_X_Z) == WINED3DVS_X_Z) {
- parm |= WINED3DVS_X_Z | WINED3DVS_Y_Z | WINED3DVS_Z_Z | WINED3DVS_W_Z;
- } else if((src[0] & WINED3DVS_X_Y) == WINED3DVS_X_Y) {
- parm |= WINED3DVS_X_Y | WINED3DVS_Y_Y | WINED3DVS_Z_Y | WINED3DVS_W_Y;
- } else if((src[0] & WINED3DVS_X_X) == WINED3DVS_X_X) {
- parm |= WINED3DVS_X_X | WINED3DVS_Y_X | WINED3DVS_Z_X | WINED3DVS_W_X;
- }
- vshader_program_add_param(arg, parm, TRUE, tmpLine);
- shader_addline(buffer, "ARL A0.x, %s;\n", tmpLine);
- }
- return;
- } else
- strcpy(tmpLine, curOpcode->glname);
+ strcpy(tmpLine, curOpcode->glname);
if (curOpcode->num_params > 0)
{
@@ -1197,6 +1169,53 @@ static void shader_hw_map2gl(SHADER_OPCODE_ARG* arg)
}
}
+static void shader_hw_mov(SHADER_OPCODE_ARG *arg)
+{
+ IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl*)arg->shader;
+
+ if ((WINED3DSHADER_VERSION_MAJOR(shader->baseShader.hex_version) == 1
+ && !shader_is_pshader_version(shader->baseShader.hex_version)
+ && shader_get_regtype(arg->dst) == WINED3DSPR_ADDR)
+ || arg->opcode->opcode == WINED3DSIO_MOVA)
+ {
+ SHADER_BUFFER *buffer = arg->buffer;
+ char src0_param[256];
+
+ if (arg->opcode->opcode == WINED3DSIO_MOVA)
+ FIXME("mova should round\n");
+
+ src0_param[0] = '\0';
+ if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
+ {
+ vshader_program_add_param(arg, arg->src[0], TRUE, src0_param);
+ shader_addline(buffer, "ADD TMP.x, %s, helper_const.z;\n", src0_param);
+ shader_addline(buffer, "ARL A0.x, TMP.x;\n");
+ }
+ else
+ {
+ /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
+ * with more than one component. Thus replicate the first source argument over all
+ * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc)
+ */
+ DWORD parm = arg->src[0] & ~(WINED3DVS_SWIZZLE_MASK);
+ if((arg->src[0] & WINED3DVS_X_W) == WINED3DVS_X_W)
+ parm |= WINED3DVS_X_W | WINED3DVS_Y_W | WINED3DVS_Z_W | WINED3DVS_W_W;
+ else if((arg->src[0] & WINED3DVS_X_Z) == WINED3DVS_X_Z)
+ parm |= WINED3DVS_X_Z | WINED3DVS_Y_Z | WINED3DVS_Z_Z | WINED3DVS_W_Z;
+ else if((arg->src[0] & WINED3DVS_X_Y) == WINED3DVS_X_Y)
+ parm |= WINED3DVS_X_Y | WINED3DVS_Y_Y | WINED3DVS_Z_Y | WINED3DVS_W_Y;
+ else if((arg->src[0] & WINED3DVS_X_X) == WINED3DVS_X_X)
+ parm |= WINED3DVS_X_X | WINED3DVS_Y_X | WINED3DVS_Z_X | WINED3DVS_W_X;
+ vshader_program_add_param(arg, parm, TRUE, src0_param);
+ shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
+ }
+ }
+ else
+ {
+ shader_hw_map2gl(arg);
+ }
+}
+
static void pshader_hw_texkill(SHADER_OPCODE_ARG* arg) {
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
DWORD hex_version = This->baseShader.hex_version;
@@ -2288,8 +2307,8 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL
/* WINED3DSIH_MAD */ shader_hw_map2gl,
/* WINED3DSIH_MAX */ shader_hw_map2gl,
/* WINED3DSIH_MIN */ shader_hw_map2gl,
- /* WINED3DSIH_MOV */ shader_hw_map2gl,
- /* WINED3DSIH_MOVA */ shader_hw_map2gl,
+ /* WINED3DSIH_MOV */ shader_hw_mov,
+ /* WINED3DSIH_MOVA */ shader_hw_mov,
/* WINED3DSIH_MUL */ shader_hw_map2gl,
/* WINED3DSIH_NOP */ shader_hw_map2gl,
/* WINED3DSIH_NRM */ shader_hw_nrm,
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