2009/12/28 Matteo Bruni matteo.mystral@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().
2009/12/29 Henri Verbeet hverbeet@gmail.com:
2009/12/28 Matteo Bruni matteo.mystral@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.
I added the fake parser for two reasons: because I have to initialize an asm_parser structure anyway in the create_xxxx_parser functions (and I prefer to use parser_fake for the unimplemented shader versions instead of parser_vs_3) and I want to avoid having some tests for the other shader versions pass "by chance" inside the todo_wine (this is accomplished by the asmparser_end_fake function... probably this can be seen as a hack). Agreed on the structure fields.
+/* 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.
That #include is only used from the next patch. I'll move the include and the comment in the right place (maybe rephrasing it somewhat).
+/* Debug utility routines. Some are not reentrant, check asmutils.c */
Same as above.
Yep, that's not true anymore, courtesy of wine_dbg_sprintf.
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().
You mean a patch which adds only the first half of the D3DXAssembleShader implementation (returning just after the preprocessing)? That seems reasonable. Btw, ok for your other points also.
2009/12/29 Matteo Bruni matteo.mystral@gmail.com:
I added the fake parser for two reasons: because I have to initialize an asm_parser structure anyway in the create_xxxx_parser functions (and I prefer to use parser_fake for the unimplemented shader versions instead of parser_vs_3) and I want to avoid having some tests for the other shader versions pass "by chance" inside the todo_wine (this is accomplished by the asmparser_end_fake function... probably this can be seen as a hack). Agreed on the structure fields.
Can't you just let the parser fail when it encounters an unsupported shader version? That's more or less what happens anyway, but I don't think you have to wait until after parsing all the instructions for that.
2009/12/29 Henri Verbeet hverbeet@gmail.com:
2009/12/29 Matteo Bruni matteo.mystral@gmail.com:
I added the fake parser for two reasons: because I have to initialize an asm_parser structure anyway in the create_xxxx_parser functions (and I prefer to use parser_fake for the unimplemented shader versions instead of parser_vs_3) and I want to avoid having some tests for the other shader versions pass "by chance" inside the todo_wine (this is accomplished by the asmparser_end_fake function... probably this can be seen as a hack). Agreed on the structure fields.
Can't you just let the parser fail when it encounters an unsupported shader version? That's more or less what happens anyway, but I don't think you have to wait until after parsing all the instructions for that.
Yep, you are right. I believe previously I had found no way to halt the parser early, so I simply let it go until the end and I needed the fake backend to cope with that. Seems like the YYABORT macro does just what I need...