2009/12/28 Matteo Bruni <matteo.mystral(a)gmail.com>:
Why do you need the fake parser? Can't you just not support those shader versions yet? There's also (in general) not much of a point in adding structure fields that aren't used yet.
+/* This file needs the original d3d9 definitions. The bwriter ones + * aren't useable because they are wine-internal things. We're writing + * d3d8/9 shaders here, so we need the d3d9 definitions (which are + * equal to the d3d8 ones) + */ This doesn't seem to match what the code actually does.
+/* Debug utility routines. Some are not reentrant, check asmutils.c */ Same as above.
+const char *debug_print_dstreg(const struct shader_reg *reg, shader_type st) { + return wine_dbg_sprintf("%s", get_regname(reg, st)); +} + +const char *debug_print_srcreg(const struct shader_reg *reg, shader_type st) { + switch(reg->srcmod) { + case BWRITERSPSM_NONE: + return wine_dbg_sprintf("%s", get_regname(reg, st)); + } + return "Unknown modifier"; +} "return get_regname(reg, st);" should work at least as well.
+/* Mutex used to guarantee a single invocation + of the D3DXAssembleShader function (or its variants) at a time. + This is needed as wpp isn't thread-safe */ +extern CRITICAL_SECTION wpp_mutex; It's probably easier to just statically initialize the critical section in shader.c.
As for splitting things up, I think it's ok to e.g. add the pre-processor first, and just return E_NOTIMPL from assemble_shader().