[WINED3D 1/5] Resend: Make register counting pass the same
Ivan Gyurdiev
ivg2 at cornell.edu
Tue May 9 17:01:05 CDT 2006
This is a resend. The patch was modified to incorporate subsequent trace
bugfixes.
ChangeLog was:
==========================
I have a patch which will merge the counting pass for vertex and pixel
shaders. They're 90% similar, but some things get in the way - get rid
of them here.
- immediate constants are constants which override the ones set with
SetShaderConstantF().
They're allowed for both pixel and vertex shaders. They're handled by a
PARAM declaration, and a bitmap to track which constants were overriden.
However, it doesn't make sense to mark a constant overriden in the first
pass, and make a PARAM declaration later when we see the DEF
instruction. The GL spec says that symbol names can't be used before
they are defined, so we might as well mark it overriden at the point
where it's defined (later). Note that pixel shaders do the same thing
already.
- input parameter usage declaration is necessary for vertex shaders, but
not for pixel shaders. To avoid dealing with this now, move the
declaration related things earlier into SetFunction. This is the correct
thing to do anyway, since this is the GenerateProgramARB() function, and
declaration things don't generate any shader code - they'll be necessary
for GLSL as well.
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