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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