diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c index 05241d2b6f4..157aee93d12 100644 --- a/dlls/wined3d/pixelshader.c +++ b/dlls/wined3d/pixelshader.c @@ -805,7 +805,7 @@ inline static void get_write_mask(const DWORD output_reg, char *write_mask) { } } -inline static void get_input_register_swizzle(const DWORD instr, char *swzstring) { +static void pshader_get_input_register_swizzle(const DWORD instr, char *swzstring) { static const char swizzle_reg_chars[] = "rgba"; DWORD swizzle = (instr & D3DSP_SWIZZLE_MASK) >> D3DSP_SWIZZLE_SHIFT; DWORD swizzle_x = swizzle & 0x03; @@ -851,15 +851,28 @@ static const char* shift_tab[] = { "coefdiv.x" /* 15 (d2) */ }; -inline static void gen_output_modifier_line(int saturate, char *write_mask, int shift, char *regstr, char* line) { +inline static void pshader_gen_output_modifier_line( + SHADER_BUFFER* buffer, + int saturate, + char *write_mask, + int shift, + char *regstr) { + /* Generate a line that does the output modifier computation */ - sprintf(line, "MUL%s %s%s, %s, %s;", saturate ? "_SAT" : "", regstr, write_mask, regstr, shift_tab[shift]); + shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "", + regstr, write_mask, regstr, shift_tab[shift]); } -inline static int gen_input_modifier_line(const DWORD instr, int tmpreg, char *outregstr, char *line, char constants[WINED3D_PSHADER_MAX_CONSTANTS]) { +static void pshader_gen_input_modifier_line ( + SHADER_BUFFER* buffer, + const DWORD instr, + int tmpreg, + char *outregstr, + char constants[WINED3D_PSHADER_MAX_CONSTANTS]) { + /* Generate a line that does the input modifier computation and return the input register to use */ - static char regstr[256]; - static char tmpline[256]; + char regstr[256]; + char swzstr[20]; int insert_line; /* Assume a new line will be added */ @@ -867,60 +880,54 @@ inline static int gen_input_modifier_line(const DWORD instr, int tmpreg, char *o /* Get register name */ get_register_name(instr, regstr, constants); + pshader_get_input_register_swizzle(instr, swzstr); switch (instr & D3DSP_SRCMOD_MASK) { case D3DSPSM_NONE: - strcpy(outregstr, regstr); + sprintf(outregstr, "%s%s", regstr, swzstr); insert_line = 0; break; case D3DSPSM_NEG: - sprintf(outregstr, "-%s", regstr); + sprintf(outregstr, "-%s%s", regstr, swzstr); insert_line = 0; break; case D3DSPSM_BIAS: - sprintf(line, "ADD T%c, %s, -coefdiv.x;", 'A' + tmpreg, regstr); + shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr); break; case D3DSPSM_BIASNEG: - sprintf(line, "ADD T%c, -%s, coefdiv.x;", 'A' + tmpreg, regstr); + shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr); break; case D3DSPSM_SIGN: - sprintf(line, "MAD T%c, %s, coefmul.x, -one.x;", 'A' + tmpreg, regstr); + shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr); break; case D3DSPSM_SIGNNEG: - sprintf(line, "MAD T%c, %s, -coefmul.x, one.x;", 'A' + tmpreg, regstr); + shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr); break; case D3DSPSM_COMP: - sprintf(line, "SUB T%c, one.x, %s;", 'A' + tmpreg, regstr); + shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr); break; case D3DSPSM_X2: - sprintf(line, "ADD T%c, %s, %s;", 'A' + tmpreg, regstr, regstr); + shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr); break; case D3DSPSM_X2NEG: - sprintf(line, "ADD T%c, -%s, -%s;", 'A' + tmpreg, regstr, regstr); + shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr); break; case D3DSPSM_DZ: - sprintf(line, "RCP T%c, %s.z;", 'A' + tmpreg, regstr); - sprintf(tmpline, "MUL T%c, %s, T%c;", 'A' + tmpreg, regstr, 'A' + tmpreg); - strcat(line, "\n"); /* Hack */ - strcat(line, tmpline); + shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr); + shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg); break; case D3DSPSM_DW: - sprintf(line, "RCP T%c, %s.w;", 'A' + tmpreg, regstr); - sprintf(tmpline, "MUL T%c, %s, T%c;", 'A' + tmpreg, regstr, 'A' + tmpreg); - strcat(line, "\n"); /* Hack */ - strcat(line, tmpline); + shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr); + shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg); break; default: - strcpy(outregstr, regstr); + sprintf(outregstr, "%s%s", regstr, swzstr); insert_line = 0; } - if (insert_line) { - /* Substitute the register name */ - sprintf(outregstr, "T%c", 'A' + tmpreg); - } - - return insert_line; + /* Return modified or original register, with swizzle */ + if (insert_line) + sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr); } void pshader_set_version( @@ -1020,16 +1027,11 @@ void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) { /* Generate input and output registers */ if (curOpcode->num_params > 0) { - char regs[5][50]; char operands[4][100]; - char swzstring[20]; - char tmpOp[256]; - /* Generate lines that handle input modifier computation */ - for (i = 1; i < curOpcode->num_params; ++i) { - if (gen_input_modifier_line(src[i - 1], i - 1, regs[i - 1], tmpOp, This->constants)) - shader_addline(buffer, tmpOp); - } + /* Generate input register names (with modifiers) */ + for (i = 1; i < curOpcode->num_params; ++i) + pshader_gen_input_modifier_line(buffer, src[i-1], i-1, operands[i], This->constants); /* Handle output register */ get_register_name(dst, output_rname, This->constants); @@ -1037,14 +1039,6 @@ void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) { get_write_mask(dst, output_wmask); strcat(operands[0], output_wmask); - /* This function works because of side effects from gen_input_modifier_line */ - /* Handle input registers */ - for (i = 1; i < curOpcode->num_params; ++i) { - strcpy(operands[i], regs[i - 1]); - get_input_register_swizzle(src[i - 1], swzstring); - strcat(operands[i], swzstring); - } - switch(curOpcode->opcode) { case D3DSIO_CMP: sprintf(tmpLine, "CMP%s %s, %s, %s, %s;\n", (saturate ? "_SAT" : ""), @@ -1070,10 +1064,8 @@ void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) { shader_addline(buffer, tmpLine); /* A shift requires another line. */ - if (shift != 0) { - gen_output_modifier_line(saturate, output_wmask, shift, output_rname, tmpLine); - shader_addline(buffer, tmpLine); - } + if (shift != 0) + pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname); } } @@ -1085,10 +1077,8 @@ void pshader_hw_tex(SHADER_OPCODE_ARG* arg) { SHADER_BUFFER* buffer = arg->buffer; DWORD version = This->baseShader.version; - char tmpLine[256]; char reg_dest[40]; char reg_coord[40]; - char reg_coord_swz[20] = ""; DWORD reg_dest_code; DWORD reg_sampler_code; @@ -1096,23 +1086,12 @@ void pshader_hw_tex(SHADER_OPCODE_ARG* arg) { reg_dest_code = dst & D3DSP_REGNUM_MASK; get_register_name(dst, reg_dest, This->constants); - /* 1.0-1.3: Use destination register as coordinate source. No modifiers. - 1.4: Use provided coordinate source register. _dw, _dz, swizzle allowed. - 2.0+: Use provided coordinate source register. No modifiers. - 3.0+: Use provided coordinate source register. Swizzle allowed */ + /* 1.0-1.3: Use destination register as coordinate source. + 2.0+: Use provided coordinate source register. */ if (version < 14) strcpy(reg_coord, reg_dest); - else if (version == 14) { - if (gen_input_modifier_line(src[0], 0, reg_coord, tmpLine, This->constants)) - shader_addline(buffer, tmpLine); - get_input_register_swizzle(src[0], reg_coord_swz); - } - else if (version > 14 && version < 30) - get_register_name(src[0], reg_coord, This->constants); - else if (version >= 30) { - get_input_register_swizzle(src[0], reg_coord_swz); - get_register_name(src[0], reg_coord, This->constants); - } + else + pshader_gen_input_modifier_line(buffer, src[0], 0, reg_coord, This->constants); /* 1.0-1.4: Use destination register number as texture code. 2.0+: Use provided sampler number as texure code. */ @@ -1121,8 +1100,8 @@ void pshader_hw_tex(SHADER_OPCODE_ARG* arg) { else reg_sampler_code = src[1] & D3DSP_REGNUM_MASK; - shader_addline(buffer, "TEX %s, %s%s, texture[%lu], 2D;\n", - reg_dest, reg_coord, reg_coord_swz, reg_sampler_code); + shader_addline(buffer, "TEX %s, %s, texture[%lu], 2D;\n", + reg_dest, reg_coord, reg_sampler_code); } void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) { @@ -1200,12 +1179,10 @@ void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader; DWORD reg = arg->dst & D3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; - char tmpLine[256]; - char buf[50]; + char src0_name[50]; - if (gen_input_modifier_line(arg->src[0], 0, buf, tmpLine, shader->constants)) - shader_addline(buffer, tmpLine); - shader_addline(buffer, "DP3 TMP.x, T%lu, %s;\n", reg, buf); + pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name, shader->constants); + shader_addline(buffer, "DP3 TMP.x, T%lu, %s;\n", reg, src0_name); } void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) { @@ -1213,12 +1190,10 @@ void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader; DWORD reg = arg->dst & D3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; - char tmpLine[256]; - char buf[50]; + char src0_name[50]; - if (gen_input_modifier_line(arg->src[0], 0, buf, tmpLine, shader->constants)) - shader_addline(buffer, tmpLine); - shader_addline(buffer, "DP3 TMP.y, T%lu, %s;\n", reg, buf); + pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name, shader->constants); + shader_addline(buffer, "DP3 TMP.y, T%lu, %s;\n", reg, src0_name); shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg, reg); } @@ -1228,12 +1203,10 @@ void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) { DWORD reg = arg->dst & D3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; SHADER_PARSE_STATE current_state = shader->baseShader.parse_state; - char tmpLine[256]; - char buf[50]; + char src0_name[50]; - if (gen_input_modifier_line(arg->src[0], 0, buf, tmpLine, shader->constants)) - shader_addline(buffer, tmpLine); - shader_addline(buffer, "DP3 TMP.%c, T%lu, %s;\n", 'x' + current_state.current_row, reg, buf); + pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name, shader->constants); + shader_addline(buffer, "DP3 TMP.%c, T%lu, %s;\n", 'x' + current_state.current_row, reg, src0_name); current_state.texcoord_w[current_state.current_row++] = reg; } @@ -1243,12 +1216,10 @@ void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) { DWORD reg = arg->dst & D3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; SHADER_PARSE_STATE current_state = shader->baseShader.parse_state; - char tmpLine[256]; - char buf[50]; + char src0_name[50]; - if (gen_input_modifier_line(arg->src[0], 0, buf, tmpLine, shader->constants)) - shader_addline(buffer, tmpLine); - shader_addline(buffer, "DP3 TMP.z, T%lu, %s;\n", reg, buf); + pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name, shader->constants); + shader_addline(buffer, "DP3 TMP.z, T%lu, %s;\n", reg, src0_name); /* Cubemap textures will be more used than 3D ones. */ shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], CUBE;\n", reg, reg); @@ -1261,12 +1232,10 @@ void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) { DWORD reg = arg->dst & D3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; SHADER_PARSE_STATE current_state = shader->baseShader.parse_state; - char tmpLine[256]; - char buf[50]; + char src0_name[50]; - if (gen_input_modifier_line(arg->src[0], 0, buf, tmpLine, shader->constants)) - shader_addline(buffer, tmpLine); - shader_addline(buffer, "DP3 TMP.z, T%lu, %s;\n", reg, buf); + pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name, shader->constants); + shader_addline(buffer, "DP3 TMP.z, T%lu, %s;\n", reg, src0_name); /* Construct the eye-ray vector from w coordinates */ shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%lu].w;\n", current_state.texcoord_w[0]); @@ -1290,12 +1259,10 @@ void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) { DWORD reg3 = arg->src[1] & D3DSP_REGNUM_MASK; SHADER_PARSE_STATE current_state = shader->baseShader.parse_state; SHADER_BUFFER* buffer = arg->buffer; - char tmpLine[256]; - char buf[50]; + char src0_name[50]; - if (gen_input_modifier_line(arg->src[0], 0, buf, tmpLine, shader->constants)) - shader_addline(buffer, tmpLine); - shader_addline(buffer, "DP3 TMP.z, T%lu, %s;\n", reg, buf); + pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name, shader->constants); + shader_addline(buffer, "DP3 TMP.z, T%lu, %s;\n", reg, src0_name); /* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */ shader_addline(buffer, "DP3 TMP.w, TMP, C[%lu];\n", reg3);