Module: wine Branch: master Commit: e832b57a15eb710698d4e587e669d206579ed52a URL: http://source.winehq.org/git/wine.git/?a=commit;h=e832b57a15eb710698d4e587e6...
Author: Henri Verbeet hverbeet@codeweavers.com Date: Fri Oct 29 12:25:16 2010 +0200
wined3d: Move loop state to wined3d_shader_context.
---
dlls/wined3d/glsl_shader.c | 58 ++++++++++++++++++++++------------------ dlls/wined3d/shader.c | 4 +++ dlls/wined3d/wined3d_private.h | 8 +++++- 3 files changed, 43 insertions(+), 27 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index f548ed4..2b1d5b1 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -1419,7 +1419,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register * break;
case WINED3DSPR_LOOP: - sprintf(register_name, "aL%u", This->baseShader.cur_loop_regno - 1); + sprintf(register_name, "aL%u", ins->ctx->loop_state->current_reg - 1); break;
case WINED3DSPR_SAMPLER: @@ -2822,6 +2822,7 @@ static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins) /* FIXME: I don't think nested loops will work correctly this way. */ static void shader_glsl_loop(const struct wined3d_shader_instruction *ins) { + struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state; glsl_src_param_t src1_param; IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader; const DWORD *control_values = NULL; @@ -2855,57 +2856,58 @@ static void shader_glsl_loop(const struct wined3d_shader_instruction *ins) if (loop_control.step > 0) { shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n", - shader->baseShader.cur_loop_depth, loop_control.start, - shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start, - shader->baseShader.cur_loop_depth, loop_control.step); + loop_state->current_depth, loop_control.start, + loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start, + loop_state->current_depth, loop_control.step); } else if (loop_control.step < 0) { shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n", - shader->baseShader.cur_loop_depth, loop_control.start, - shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start, - shader->baseShader.cur_loop_depth, loop_control.step); + loop_state->current_depth, loop_control.start, + loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start, + loop_state->current_depth, loop_control.step); } else { shader_addline(ins->ctx->buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n", - shader->baseShader.cur_loop_depth, loop_control.start, shader->baseShader.cur_loop_depth, - shader->baseShader.cur_loop_depth, loop_control.count, - shader->baseShader.cur_loop_depth); + loop_state->current_depth, loop_control.start, loop_state->current_depth, + loop_state->current_depth, loop_control.count, + loop_state->current_depth); } } else { shader_addline(ins->ctx->buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n", - shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, - src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name, - shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name); + loop_state->current_depth, loop_state->current_reg, + src1_param.reg_name, loop_state->current_depth, src1_param.reg_name, + loop_state->current_depth, loop_state->current_reg, src1_param.reg_name); }
- shader->baseShader.cur_loop_depth++; - shader->baseShader.cur_loop_regno++; + ++loop_state->current_depth; + ++loop_state->current_reg; }
static void shader_glsl_end(const struct wined3d_shader_instruction *ins) { - IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader; + struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
shader_addline(ins->ctx->buffer, "}\n");
if (ins->handler_idx == WINED3DSIH_ENDLOOP) { - shader->baseShader.cur_loop_depth--; - shader->baseShader.cur_loop_regno--; + --loop_state->current_depth; + --loop_state->current_reg; }
if (ins->handler_idx == WINED3DSIH_ENDREP) { - shader->baseShader.cur_loop_depth--; + --loop_state->current_depth; } }
static void shader_glsl_rep(const struct wined3d_shader_instruction *ins) { IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader; + struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state; glsl_src_param_t src0_param; const DWORD *control_values = NULL; const local_constant *constant; @@ -2923,17 +2925,21 @@ static void shader_glsl_rep(const struct wined3d_shader_instruction *ins) } }
- if(control_values) { + if (control_values) + { shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n", - shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth, - control_values[0], shader->baseShader.cur_loop_depth); - } else { + loop_state->current_depth, loop_state->current_depth, + control_values[0], loop_state->current_depth); + } + else + { shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param); shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n", - shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth, - src0_param.param_str, shader->baseShader.cur_loop_depth); + loop_state->current_depth, loop_state->current_depth, + src0_param.param_str, loop_state->current_depth); } - shader->baseShader.cur_loop_depth++; + + ++loop_state->current_depth; }
static void shader_glsl_if(const struct wined3d_shader_instruction *ins) diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c index 972d0e2..5a7f3f3 100644 --- a/dlls/wined3d/shader.c +++ b/dlls/wined3d/shader.c @@ -1190,6 +1190,7 @@ void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffe struct wined3d_shader_dst_param dst_param[2]; struct wined3d_shader_src_param src_param[4]; struct wined3d_shader_version shader_version; + struct wined3d_shader_loop_state loop_state; struct wined3d_shader_instruction ins; struct wined3d_shader_tex_mx tex_mx; struct wined3d_shader_context ctx; @@ -1198,12 +1199,15 @@ void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffe
/* Initialize current parsing state. */ tex_mx.current_row = 0; + loop_state.current_depth = 0; + loop_state.current_reg = 0;
ctx.shader = iface; ctx.gl_info = &device->adapter->gl_info; ctx.reg_maps = reg_maps; ctx.buffer = buffer; ctx.tex_mx = &tex_mx; + ctx.loop_state = &loop_state; ctx.backend_data = backend_ctx;
ins.ctx = &ctx; diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index d85dc68..6f6f0ce 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -573,6 +573,12 @@ struct wined3d_shader_tex_mx DWORD texcoord_w[2]; };
+struct wined3d_shader_loop_state +{ + UINT current_depth; + UINT current_reg; +}; + struct wined3d_shader_context { IWineD3DBaseShader *shader; @@ -580,6 +586,7 @@ struct wined3d_shader_context const struct shader_reg_maps *reg_maps; struct wined3d_shader_buffer *buffer; struct wined3d_shader_tex_mx *tex_mx; + struct wined3d_shader_loop_state *loop_state; void *backend_data; };
@@ -2747,7 +2754,6 @@ typedef struct IWineD3DBaseShaderClass SHADER_LIMITS limits; DWORD *function; UINT functionLength; - UINT cur_loop_depth, cur_loop_regno; BOOL load_local_constsF; const struct wined3d_shader_frontend *frontend; void *frontend_data;