Henri Verbeet : wined3d: Move loop state to wined3d_shader_context.

Alexandre Julliard julliard at winehq.org
Fri Oct 29 10:58:20 CDT 2010


Module: wine
Branch: master
Commit: e832b57a15eb710698d4e587e669d206579ed52a
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=e832b57a15eb710698d4e587e669d206579ed52a

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Fri Oct 29 12:25:16 2010 +0200

wined3d: Move loop state to wined3d_shader_context.

---

 dlls/wined3d/glsl_shader.c     |   58 ++++++++++++++++++++++------------------
 dlls/wined3d/shader.c          |    4 +++
 dlls/wined3d/wined3d_private.h |    8 +++++-
 3 files changed, 43 insertions(+), 27 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index f548ed4..2b1d5b1 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1419,7 +1419,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
             break;
 
         case WINED3DSPR_LOOP:
-            sprintf(register_name, "aL%u", This->baseShader.cur_loop_regno - 1);
+            sprintf(register_name, "aL%u", ins->ctx->loop_state->current_reg - 1);
             break;
 
         case WINED3DSPR_SAMPLER:
@@ -2822,6 +2822,7 @@ static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
 /* FIXME: I don't think nested loops will work correctly this way. */
 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
 {
+    struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
     glsl_src_param_t src1_param;
     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
     const DWORD *control_values = NULL;
@@ -2855,57 +2856,58 @@ static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
         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);
+                    loop_state->current_depth, loop_control.start,
+                    loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
+                    loop_state->current_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);
+                    loop_state->current_depth, loop_control.start,
+                    loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
+                    loop_state->current_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);
+                    loop_state->current_depth, loop_control.start, loop_state->current_depth,
+                    loop_state->current_depth, loop_control.count,
+                    loop_state->current_depth);
         }
     } else {
         shader_addline(ins->ctx->buffer,
                 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
-                shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
-                src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
-                shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
+                loop_state->current_depth, loop_state->current_reg,
+                src1_param.reg_name, loop_state->current_depth, src1_param.reg_name,
+                loop_state->current_depth, loop_state->current_reg, src1_param.reg_name);
     }
 
-    shader->baseShader.cur_loop_depth++;
-    shader->baseShader.cur_loop_regno++;
+    ++loop_state->current_depth;
+    ++loop_state->current_reg;
 }
 
 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
 {
-    IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
+    struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
 
     shader_addline(ins->ctx->buffer, "}\n");
 
     if (ins->handler_idx == WINED3DSIH_ENDLOOP)
     {
-        shader->baseShader.cur_loop_depth--;
-        shader->baseShader.cur_loop_regno--;
+        --loop_state->current_depth;
+        --loop_state->current_reg;
     }
 
     if (ins->handler_idx == WINED3DSIH_ENDREP)
     {
-        shader->baseShader.cur_loop_depth--;
+        --loop_state->current_depth;
     }
 }
 
 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
 {
     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
+    struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
     glsl_src_param_t src0_param;
     const DWORD *control_values = NULL;
     const local_constant *constant;
@@ -2923,17 +2925,21 @@ static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
         }
     }
 
-    if(control_values) {
+    if (control_values)
+    {
         shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
-                       shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
-                       control_values[0], shader->baseShader.cur_loop_depth);
-    } else {
+                loop_state->current_depth, loop_state->current_depth,
+                control_values[0], loop_state->current_depth);
+    }
+    else
+    {
         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
         shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
-                shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
-                src0_param.param_str, shader->baseShader.cur_loop_depth);
+                loop_state->current_depth, loop_state->current_depth,
+                src0_param.param_str, loop_state->current_depth);
     }
-    shader->baseShader.cur_loop_depth++;
+
+    ++loop_state->current_depth;
 }
 
 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 972d0e2..5a7f3f3 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -1190,6 +1190,7 @@ void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffe
     struct wined3d_shader_dst_param dst_param[2];
     struct wined3d_shader_src_param src_param[4];
     struct wined3d_shader_version shader_version;
+    struct wined3d_shader_loop_state loop_state;
     struct wined3d_shader_instruction ins;
     struct wined3d_shader_tex_mx tex_mx;
     struct wined3d_shader_context ctx;
@@ -1198,12 +1199,15 @@ void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffe
 
     /* Initialize current parsing state. */
     tex_mx.current_row = 0;
+    loop_state.current_depth = 0;
+    loop_state.current_reg = 0;
 
     ctx.shader = iface;
     ctx.gl_info = &device->adapter->gl_info;
     ctx.reg_maps = reg_maps;
     ctx.buffer = buffer;
     ctx.tex_mx = &tex_mx;
+    ctx.loop_state = &loop_state;
     ctx.backend_data = backend_ctx;
 
     ins.ctx = &ctx;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index d85dc68..6f6f0ce 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -573,6 +573,12 @@ struct wined3d_shader_tex_mx
     DWORD texcoord_w[2];
 };
 
+struct wined3d_shader_loop_state
+{
+    UINT current_depth;
+    UINT current_reg;
+};
+
 struct wined3d_shader_context
 {
     IWineD3DBaseShader *shader;
@@ -580,6 +586,7 @@ struct wined3d_shader_context
     const struct shader_reg_maps *reg_maps;
     struct wined3d_shader_buffer *buffer;
     struct wined3d_shader_tex_mx *tex_mx;
+    struct wined3d_shader_loop_state *loop_state;
     void *backend_data;
 };
 
@@ -2747,7 +2754,6 @@ typedef struct IWineD3DBaseShaderClass
     SHADER_LIMITS                   limits;
     DWORD                          *function;
     UINT                            functionLength;
-    UINT                            cur_loop_depth, cur_loop_regno;
     BOOL                            load_local_constsF;
     const struct wined3d_shader_frontend *frontend;
     void *frontend_data;




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