Henri Verbeet : wined3d: Use register_idx in the ARB shader backend.
Module: wine Branch: master Commit: 6660978b444a96910549778252d3fdfed20a7b70 URL: http://source.winehq.org/git/wine.git/?a=commit;h=6660978b444a96910549778252... Author: Henri Verbeet <hverbeet(a)codeweavers.com> Date: Fri Apr 3 10:36:39 2009 +0200 wined3d: Use register_idx in the ARB shader backend. --- dlls/wined3d/arb_program_shader.c | 36 ++++++++++++++++++------------------ 1 files changed, 18 insertions(+), 18 deletions(-) diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index 13f5341..bca567d 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -775,7 +775,7 @@ static void pshader_hw_bem(const struct wined3d_shader_instruction *ins) char dst_name[50]; char src_name[2][50]; char dst_wmask[20]; - DWORD sampler_code = ins->dst[0].token & WINED3DSP_REGNUM_MASK; + DWORD sampler_code = ins->dst[0].register_idx; BOOL has_bumpmat = FALSE; int i; @@ -1101,7 +1101,7 @@ static void pshader_hw_tex(const struct wined3d_shader_instruction *ins) DWORD reg_sampler_code; /* All versions have a destination register */ - reg_dest_code = dst & WINED3DSP_REGNUM_MASK; + reg_dest_code = ins->dst[0].register_idx; pshader_get_register_name(ins->shader, dst, reg_dest); /* 1.0-1.3: Use destination register as coordinate source. @@ -1157,10 +1157,10 @@ static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins) shader_arb_get_write_mask(ins, dst, tmp); if (ins->reg_maps->shader_version != WINED3DPS_VERSION(1,4)) { - DWORD reg = dst & WINED3DSP_REGNUM_MASK; + DWORD reg = ins->dst[0].register_idx; shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg); } else { - DWORD reg1 = dst & WINED3DSP_REGNUM_MASK; + DWORD reg1 = ins->dst[0].register_idx; char reg_src[40]; pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, reg_src); @@ -1175,7 +1175,7 @@ static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins) IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; DWORD flags; - DWORD reg1 = ins->dst[0].token & WINED3DSP_REGNUM_MASK; + DWORD reg1 = ins->dst[0].register_idx; char dst_str[8]; char src_str[50]; @@ -1191,7 +1191,7 @@ static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins) { SHADER_BUFFER *buffer = ins->buffer; - DWORD reg1 = ins->dst[0].token & WINED3DSP_REGNUM_MASK; + DWORD reg1 = ins->dst[0].register_idx; char dst_str[8]; char src_str[50]; @@ -1205,7 +1205,7 @@ static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins) static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins) { SHADER_BUFFER *buffer = ins->buffer; - DWORD reg1 = ins->dst[0].token & WINED3DSP_REGNUM_MASK; + DWORD reg1 = ins->dst[0].register_idx; char dst_str[8]; char src_str[50]; @@ -1229,7 +1229,7 @@ static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins) DWORD reg_dest_code; /* All versions have a destination register */ - reg_dest_code = dst & WINED3DSP_REGNUM_MASK; + reg_dest_code = ins->dst[0].register_idx; /* Can directly use the name because texbem is only valid for <= 1.3 shaders */ pshader_get_register_name(ins->shader, dst, reg_coord); @@ -1293,7 +1293,7 @@ static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins) static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins) { - DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK; + DWORD reg = ins->dst[0].register_idx; SHADER_BUFFER *buffer = ins->buffer; char src0_name[50]; @@ -1306,7 +1306,7 @@ static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins) IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; DWORD flags; - DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK; + DWORD reg = ins->dst[0].register_idx; SHADER_BUFFER *buffer = ins->buffer; char dst_str[8]; char src0_name[50]; @@ -1321,7 +1321,7 @@ static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins) static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins) { IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader; - DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK; + DWORD reg = ins->dst[0].register_idx; SHADER_BUFFER *buffer = ins->buffer; SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; char src0_name[50]; @@ -1336,7 +1336,7 @@ static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins) IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; DWORD flags; - DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK; + DWORD reg = ins->dst[0].register_idx; SHADER_BUFFER *buffer = ins->buffer; SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; char dst_str[8]; @@ -1357,7 +1357,7 @@ static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; DWORD flags; - DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK; + DWORD reg = ins->dst[0].register_idx; SHADER_BUFFER *buffer = ins->buffer; SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; char dst_str[8]; @@ -1393,7 +1393,7 @@ static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins) IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; DWORD flags; - DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK; + DWORD reg = ins->dst[0].register_idx; DWORD reg3 = ins->src[1] & WINED3DSP_REGNUM_MASK; SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; SHADER_BUFFER *buffer = ins->buffer; @@ -1458,7 +1458,7 @@ static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins) static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins) { SHADER_BUFFER *buffer = ins->buffer; - DWORD sampler_idx = ins->dst[0].token & WINED3DSP_REGNUM_MASK; + DWORD sampler_idx = ins->dst[0].register_idx; char src0[50]; char dst_str[8]; @@ -1477,7 +1477,7 @@ static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins) char src0[50]; char dst_str[50]; char dst_mask[6]; - DWORD dstreg = ins->dst[0].token & WINED3DSP_REGNUM_MASK; + DWORD dstreg = ins->dst[0].register_idx; SHADER_BUFFER *buffer = ins->buffer; /* Handle output register */ @@ -1498,7 +1498,7 @@ static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins) char dst_str[50]; char dst_mask[6]; char src0[50]; - DWORD dst_reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK; + DWORD dst_reg = ins->dst[0].register_idx; pshader_get_register_name(ins->shader, ins->dst[0].token, dst_str); shader_arb_get_write_mask(ins, ins->dst[0].token, dst_mask); @@ -1518,7 +1518,7 @@ static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins) static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins) { SHADER_BUFFER *buffer = ins->buffer; - DWORD dst_reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK; + DWORD dst_reg = ins->dst[0].register_idx; char src0[50]; pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src0);
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Alexandre Julliard