wined3d: Store usage and usage_idx in struct wined3d_shader_semantic.
Henri Verbeet
hverbeet at codeweavers.com
Wed Apr 8 01:35:07 CDT 2009
Instead of the usage token.
---
dlls/wined3d/baseshader.c | 8 ++++++--
dlls/wined3d/glsl_shader.c | 28 ++++++++++------------------
dlls/wined3d/vertexshader.c | 16 ++++------------
dlls/wined3d/wined3d_private.h | 3 ++-
4 files changed, 22 insertions(+), 33 deletions(-)
diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c
index a1d1651..c7931ee 100644
--- a/dlls/wined3d/baseshader.c
+++ b/dlls/wined3d/baseshader.c
@@ -297,13 +297,17 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_m
else
reg_maps->packed_input[regnum] = 1;
- semantics_in[regnum].usage = usage;
+ semantics_in[regnum].usage = (usage & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
+ semantics_in[regnum].usage_idx =
+ (usage & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
shader_parse_dst_param(param, 0, &semantics_in[regnum].reg);
/* Vshader: mark 3.0 output registers used, save token */
} else if (WINED3DSPR_OUTPUT == regtype) {
reg_maps->packed_output[regnum] = 1;
- semantics_out[regnum].usage = usage;
+ semantics_out[regnum].usage = (usage & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
+ semantics_out[regnum].usage_idx =
+ (usage & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
shader_parse_dst_param(param, 0, &semantics_out[regnum].reg);
if (usage & (WINED3DDECLUSAGE_FOG << WINED3DSP_DCL_USAGE_SHIFT))
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 1edf02b..8ad4175 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -3002,16 +3002,14 @@ static void pshader_glsl_input_pack(IWineD3DPixelShader *iface, SHADER_BUFFER *b
for (i = 0; i < MAX_REG_INPUT; ++i)
{
- DWORD usage_token;
DWORD usage, usage_idx;
char reg_mask[6];
/* Unused */
if (!reg_maps->packed_input[i]) continue;
- usage_token = semantics_in[i].usage;
- usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
- usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
+ usage = semantics_in[i].usage;
+ usage_idx = semantics_in[i].usage_idx;
shader_glsl_get_write_mask(semantics_in[i].reg.token, reg_mask);
switch (usage)
@@ -3099,7 +3097,6 @@ static void handle_ps3_input(SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_in
const struct wined3d_shader_semantic *semantics_out, const struct shader_reg_maps *reg_maps_out)
{
unsigned int i, j;
- DWORD usage_token, usage_token_out;
DWORD usage, usage_idx, usage_out, usage_idx_out;
DWORD *set;
DWORD in_idx;
@@ -3137,9 +3134,8 @@ static void handle_ps3_input(SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_in
sprintf(destination, "IN[%u]", in_idx);
}
- usage_token = semantics_in[i].usage;
- usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
- usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
+ usage = semantics_in[i].usage;
+ usage_idx = semantics_in[i].usage_idx;
set[map[i]] = shader_glsl_get_write_mask(semantics_in[i].reg.token, reg_mask);
if(!semantics_out) {
@@ -3180,9 +3176,8 @@ static void handle_ps3_input(SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_in
for(j = 0; j < MAX_REG_OUTPUT; j++) {
if (!reg_maps_out->packed_output[j]) continue;
- usage_token_out = semantics_out[j].usage;
- usage_out = (usage_token_out & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
- usage_idx_out = (usage_token_out & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
+ usage_out = semantics_out[j].usage;
+ usage_idx_out = semantics_out[j].usage_idx;
shader_glsl_get_write_mask(semantics_out[j].reg.token, reg_mask_out);
if(usage == usage_out &&
@@ -3254,7 +3249,6 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs
DWORD ps_major = ps ? WINED3DSHADER_VERSION_MAJOR(ps->baseShader.reg_maps.shader_version) : 0;
unsigned int i;
SHADER_BUFFER buffer;
- DWORD usage_token;
DWORD usage, usage_idx, writemask;
char reg_mask[6];
const struct wined3d_shader_semantic *semantics_out, *semantics_in;
@@ -3289,9 +3283,8 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs
for(i = 0; i < MAX_REG_OUTPUT; i++) {
if (!vs->baseShader.reg_maps.packed_output[i]) continue;
- usage_token = semantics_out[i].usage;
- usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
- usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
+ usage = semantics_out[i].usage;
+ usage_idx = semantics_out[i].usage_idx;
writemask = shader_glsl_get_write_mask(semantics_out[i].reg.token, reg_mask);
switch(usage) {
@@ -3344,9 +3337,8 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs
for(i = 0; i < MAX_REG_OUTPUT; i++) {
if (!vs->baseShader.reg_maps.packed_output[i]) continue;
- usage_token = semantics_out[i].usage;
- usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
- usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
+ usage = semantics_out[i].usage;
+ usage_idx = semantics_out[i].usage_idx;
shader_glsl_get_write_mask(semantics_out[i].reg.token, reg_mask);
switch(usage) {
diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c
index 5349528..8369251 100644
--- a/dlls/wined3d/vertexshader.c
+++ b/dlls/wined3d/vertexshader.c
@@ -174,15 +174,12 @@ static void vshader_set_input(
unsigned int regnum,
BYTE usage, BYTE usage_idx) {
- /* Fake usage: set reserved bit, usage, usage_idx */
- DWORD usage_token = (0x1 << 31) |
- (usage << WINED3DSP_DCL_USAGE_SHIFT) | (usage_idx << WINED3DSP_DCL_USAGEINDEX_SHIFT);
-
/* Fake register; set reserved bit, regnum, type: input, wmask: all */
DWORD reg_token = (0x1 << 31) |
WINED3DSP_WRITEMASK_ALL | (WINED3DSPR_INPUT << WINED3DSP_REGTYPE_SHIFT) | regnum;
- This->semantics_in[regnum].usage = usage_token;
+ This->semantics_in[regnum].usage = usage;
+ This->semantics_in[regnum].usage_idx = usage_idx;
This->semantics_in[regnum].reg.register_type = WINED3DSPR_INPUT;
This->semantics_in[regnum].reg.register_idx = regnum;
This->semantics_in[regnum].reg.write_mask = WINED3DSP_WRITEMASK_ALL;
@@ -209,15 +206,10 @@ BOOL vshader_get_input(
int i;
for (i = 0; i < MAX_ATTRIBS; i++) {
- DWORD usage_token, usage, usage_idx;
-
if (!This->baseShader.reg_maps.attributes[i]) continue;
- usage_token = This->semantics_in[i].usage;
- usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
- usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
-
- if (match_usage(usage, usage_idx, usage_req, usage_idx_req))
+ if (match_usage(This->semantics_in[i].usage,
+ This->semantics_in[i].usage_idx, usage_req, usage_idx_req))
{
*regnum = i;
return TRUE;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index fb1feb3..96a377c 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -472,7 +472,8 @@ struct wined3d_shader_instruction
struct wined3d_shader_semantic
{
- DWORD usage;
+ WINED3DDECLUSAGE usage;
+ UINT usage_idx;
struct wined3d_shader_dst_param reg;
};
--
1.6.0.6
--------------010101020809020008070601--
More information about the wine-patches
mailing list