=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: wined3d: Do not generate shader epilogue in subroutines.
Alexandre Julliard
julliard at winehq.org
Thu Dec 8 17:15:46 CST 2016
Module: wine
Branch: master
Commit: 4e2ee0e452c7060a120dd6edff7ac9fdd13b2808
URL: http://source.winehq.org/git/wine.git/?a=commit;h=4e2ee0e452c7060a120dd6edff7ac9fdd13b2808
Author: Józef Kucia <jkucia at codeweavers.com>
Date: Wed Dec 7 12:42:58 2016 +0100
wined3d: Do not generate shader epilogue in subroutines.
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/glsl_shader.c | 57 ++++++++++++++++++++++--------------------
dlls/wined3d/shader.c | 9 ++++---
dlls/wined3d/wined3d_private.h | 9 ++++---
3 files changed, 40 insertions(+), 35 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index b3e7607..88f4465 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -2625,7 +2625,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
break;
case WINED3DSPR_LOOP:
- sprintf(register_name, "aL%u", ins->ctx->loop_state->current_reg - 1);
+ sprintf(register_name, "aL%u", ins->ctx->state->current_loop_reg - 1);
break;
case WINED3DSPR_SAMPLER:
@@ -4309,7 +4309,7 @@ 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;
+ struct wined3d_shader_parser_state *state = ins->ctx->state;
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
const struct wined3d_shader *shader = ins->ctx->shader;
const struct wined3d_shader_lconst *constant;
@@ -4347,65 +4347,65 @@ static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
if (loop_control.step > 0)
{
shader_addline(buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
- 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);
+ state->current_loop_depth, loop_control.start,
+ state->current_loop_depth, loop_control.count, loop_control.step, loop_control.start,
+ state->current_loop_depth, loop_control.step);
}
else if (loop_control.step < 0)
{
shader_addline(buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
- 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);
+ state->current_loop_depth, loop_control.start,
+ state->current_loop_depth, loop_control.count, loop_control.step, loop_control.start,
+ state->current_loop_depth, loop_control.step);
}
else
{
shader_addline(buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
- loop_state->current_depth, loop_control.start, loop_state->current_depth,
- loop_state->current_depth, loop_control.count,
- loop_state->current_depth);
+ state->current_loop_depth, loop_control.start, state->current_loop_depth,
+ state->current_loop_depth, loop_control.count,
+ state->current_loop_depth);
}
}
else
{
shader_addline(buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
- 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);
+ state->current_loop_depth, state->current_loop_reg,
+ src1_param.reg_name, state->current_loop_depth, src1_param.reg_name,
+ state->current_loop_depth, state->current_loop_reg, src1_param.reg_name);
}
- ++loop_state->current_reg;
+ ++state->current_loop_reg;
}
else
{
shader_addline(buffer, "for (;;)\n{\n");
}
- ++loop_state->current_depth;
+ ++state->current_loop_depth;
}
static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
{
- struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
+ struct wined3d_shader_parser_state *state = ins->ctx->state;
shader_addline(ins->ctx->buffer, "}\n");
if (ins->handler_idx == WINED3DSIH_ENDLOOP)
{
- --loop_state->current_depth;
- --loop_state->current_reg;
+ --state->current_loop_depth;
+ --state->current_loop_reg;
}
if (ins->handler_idx == WINED3DSIH_ENDREP)
{
- --loop_state->current_depth;
+ --state->current_loop_depth;
}
}
static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
{
+ struct wined3d_shader_parser_state *state = ins->ctx->state;
const struct wined3d_shader *shader = ins->ctx->shader;
- struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
const struct wined3d_shader_lconst *constant;
struct glsl_src_param src0_param;
const DWORD *control_values = NULL;
@@ -4426,18 +4426,18 @@ static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
if (control_values)
{
shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
- loop_state->current_depth, loop_state->current_depth,
- control_values[0], loop_state->current_depth);
+ state->current_loop_depth, state->current_loop_depth,
+ control_values[0], state->current_loop_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",
- loop_state->current_depth, loop_state->current_depth,
- src0_param.param_str, loop_state->current_depth);
+ state->current_loop_depth, state->current_loop_depth,
+ src0_param.param_str, state->current_loop_depth);
}
- ++loop_state->current_depth;
+ ++state->current_loop_depth;
}
static void shader_glsl_switch(const struct wined3d_shader_instruction *ins)
@@ -4537,6 +4537,9 @@ static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
{
shader_addline(ins->ctx->buffer, "}\n");
shader_addline(ins->ctx->buffer, "void subroutine%u()\n{\n", ins->src[0].reg.idx[0].offset);
+
+ /* Subroutines appear at the end of the shader. */
+ ins->ctx->state->in_subroutine = TRUE;
}
static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
@@ -4557,7 +4560,7 @@ static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_shader_version *version = &ins->ctx->shader->reg_maps.shader_version;
- if (version->major >= 4)
+ if (version->major >= 4 && !ins->ctx->state->in_subroutine)
{
shader_glsl_generate_shader_epilogue(ins->ctx);
shader_addline(ins->ctx->buffer, "return;\n");
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index a34694b..d434a64 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -2104,7 +2104,7 @@ void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_st
const struct wined3d_shader_frontend *fe = shader->frontend;
void *fe_data = shader->frontend_data;
struct wined3d_shader_version shader_version;
- struct wined3d_shader_loop_state loop_state;
+ struct wined3d_shader_parser_state state;
struct wined3d_shader_instruction ins;
struct wined3d_shader_tex_mx tex_mx;
struct wined3d_shader_context ctx;
@@ -2112,15 +2112,16 @@ void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_st
/* Initialize current parsing state. */
tex_mx.current_row = 0;
- loop_state.current_depth = 0;
- loop_state.current_reg = 0;
+ state.current_loop_depth = 0;
+ state.current_loop_reg = 0;
+ state.in_subroutine = FALSE;
ctx.shader = shader;
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.state = &state;
ctx.backend_data = backend_ctx;
ins.ctx = &ctx;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 0e6dcb0..859b89f 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -900,10 +900,11 @@ struct wined3d_shader_tex_mx
DWORD texcoord_w[2];
};
-struct wined3d_shader_loop_state
+struct wined3d_shader_parser_state
{
- UINT current_depth;
- UINT current_reg;
+ unsigned int current_loop_depth;
+ unsigned int current_loop_reg;
+ BOOL in_subroutine;
};
struct wined3d_shader_context
@@ -913,7 +914,7 @@ struct wined3d_shader_context
const struct wined3d_shader_reg_maps *reg_maps;
struct wined3d_string_buffer *buffer;
struct wined3d_shader_tex_mx *tex_mx;
- struct wined3d_shader_loop_state *loop_state;
+ struct wined3d_shader_parser_state *state;
void *backend_data;
};
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