[4/6] wined3d: Cleanup shader_glsl_get_input_register_swizzle()
H. Verbeet
hverbeet at gmail.com
Fri Dec 29 08:31:43 CST 2006
The "input_register" part of the name is redundant, output registers
don't have swizzles. There's no need for sprintf here either, and the
if/else blocks can be merged a bit.
Changelog:
- Cleanup shader_glsl_get_input_register_swizzle()
-------------- next part --------------
---
dlls/wined3d/glsl_shader.c | 65 ++++++++++++++++----------------------------
1 files changed, 23 insertions(+), 42 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 4c00036..4aed644 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -733,54 +733,35 @@ static void shader_glsl_get_write_mask(c
*ptr = '\0';
}
-static void shader_glsl_get_input_register_swizzle(
- const DWORD param,
- BOOL is_color,
- char *reg_mask) {
-
- const char swizzle_reg_chars_color_fix[] = "zyxw";
- const char swizzle_reg_chars[] = "xyzw";
- const char* swizzle_regs = NULL;
-
- /** operand input */
- DWORD swizzle = (param & WINED3DVS_SWIZZLE_MASK) >> WINED3DVS_SWIZZLE_SHIFT;
+static void shader_glsl_get_swizzle(const DWORD param, BOOL fixup, 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
+ * and z components. */
+ const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
+ char *ptr = swizzle_str;
+
+ /* swizzle bits fields: wwzzyyxx */
+ DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
DWORD swizzle_x = swizzle & 0x03;
DWORD swizzle_y = (swizzle >> 2) & 0x03;
DWORD swizzle_z = (swizzle >> 4) & 0x03;
DWORD swizzle_w = (swizzle >> 6) & 0x03;
- if (is_color) {
- swizzle_regs = swizzle_reg_chars_color_fix;
- } else {
- swizzle_regs = swizzle_reg_chars;
+ /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
+ * generate a swizzle string. Unless we need to our own swizzling. */
+ if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) != swizzle || fixup) {
+ *ptr++ = '.';
+ if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
+ *ptr++ = swizzle_chars[swizzle_x];
+ } else {
+ *ptr++ = swizzle_chars[swizzle_x];
+ *ptr++ = swizzle_chars[swizzle_y];
+ *ptr++ = swizzle_chars[swizzle_z];
+ *ptr++ = swizzle_chars[swizzle_w];
+ }
}
- /**
- * swizzle bits fields:
- * WWZZYYXX
- */
- if ((WINED3DVS_NOSWIZZLE >> WINED3DVS_SWIZZLE_SHIFT) == swizzle) {
- if (is_color) {
- sprintf(reg_mask, ".%c%c%c%c",
- swizzle_regs[swizzle_x],
- swizzle_regs[swizzle_y],
- swizzle_regs[swizzle_z],
- swizzle_regs[swizzle_w]);
- }
- return ;
- }
- if (swizzle_x == swizzle_y &&
- swizzle_x == swizzle_z &&
- swizzle_x == swizzle_w)
- {
- sprintf(reg_mask, ".%c", swizzle_regs[swizzle_x]);
- } else {
- sprintf(reg_mask, ".%c%c%c%c",
- swizzle_regs[swizzle_x],
- swizzle_regs[swizzle_y],
- swizzle_regs[swizzle_z],
- swizzle_regs[swizzle_w]);
- }
+ *ptr = '\0';
}
/** From a given parameter token, generate the corresponding GLSL string.
@@ -801,7 +782,7 @@ static void shader_glsl_add_param(
shader_glsl_get_register_name(param, addr_token, reg_name, &is_color, arg);
if (is_input) {
- shader_glsl_get_input_register_swizzle(param, is_color, reg_mask);
+ shader_glsl_get_swizzle(param, is_color, reg_mask);
shader_glsl_gen_modifier(param, reg_name, reg_mask, out_str);
} else {
shader_glsl_get_write_mask(param, reg_mask);
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