wined3d: Add a struct wined3d_shader_dst_param for storing destination parameter information.
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index f32213c..aeee228 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -688,8 +688,8 @@
if (shader_is_pshader_version(ins->reg_maps->shader_version))
{
IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)ins->shader;
- gen_color_correction(buffer, dst_str, ins->dst & WINED3DSP_WRITEMASK_ALL, "one", "coefmul.x",
- ps->cur_args->color_fixup[sampler_idx]);
+ gen_color_correction(buffer, dst_str, ins->dst[0].token & WINED3DSP_WRITEMASK_ALL,
+ "one", "coefmul.x", ps->cur_args->color_fixup[sampler_idx]);
}
}
@@ -775,7 +775,7 @@
char dst_name[50];
char src_name[2][50];
char dst_wmask[20];
- DWORD sampler_code = ins->dst & WINED3DSP_REGNUM_MASK;
+ DWORD sampler_code = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
BOOL has_bumpmat = FALSE;
int i;
@@ -788,8 +788,8 @@
}
}
- pshader_get_register_name(ins->shader, ins->dst, dst_name);
- shader_arb_get_write_mask(ins, ins->dst, dst_wmask);
+ pshader_get_register_name(ins->shader, ins->dst[0].token, dst_name);
+ shader_arb_get_write_mask(ins, ins->dst[0].token, dst_wmask);
strcat(dst_name, dst_wmask);
pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src_name[0]);
@@ -814,14 +814,14 @@
char dst_wmask[20];
char dst_name[50];
char src_name[3][50];
- BOOL sat = (ins->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
- DWORD shift = (ins->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
+ BOOL sat = (ins->dst[0].token & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
+ DWORD shift = (ins->dst[0].token & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
/* FIXME: support output modifiers */
/* Handle output register */
- pshader_get_register_name(ins->shader, ins->dst, dst_name);
- shader_arb_get_write_mask(ins, ins->dst, dst_wmask);
+ pshader_get_register_name(ins->shader, ins->dst[0].token, dst_name);
+ shader_arb_get_write_mask(ins, ins->dst[0].token, dst_wmask);
/* Generate input register names (with modifiers) */
pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src_name[0]);
@@ -847,14 +847,14 @@
char dst_wmask[20];
char dst_name[50];
char src_name[3][50];
- DWORD shift = (ins->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
- BOOL sat = (ins->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
+ DWORD shift = (ins->dst[0].token & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
+ BOOL sat = (ins->dst[0].token & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
/* FIXME: support output modifiers */
/* Handle output register */
- pshader_get_register_name(ins->shader, ins->dst, dst_name);
- shader_arb_get_write_mask(ins, ins->dst, dst_wmask);
+ pshader_get_register_name(ins->shader, ins->dst[0].token, dst_name);
+ shader_arb_get_write_mask(ins, ins->dst[0].token, dst_wmask);
/* Generate input register names (with modifiers) */
pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src_name[0]);
@@ -876,11 +876,11 @@
char dst_wmask[20];
char dst_name[50];
char src_name[3][50];
- DWORD shift = (ins->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
- BOOL sat = (ins->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
+ DWORD shift = (ins->dst[0].token & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
+ BOOL sat = (ins->dst[0].token & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
- pshader_get_register_name(ins->shader, ins->dst, dst_name);
- shader_arb_get_write_mask(ins, ins->dst, dst_wmask);
+ pshader_get_register_name(ins->shader, ins->dst[0].token, dst_name);
+ shader_arb_get_write_mask(ins, ins->dst[0].token, dst_wmask);
pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src_name[0]);
pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[1], 1, src_name[1]);
@@ -900,7 +900,7 @@
static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
{
SHADER_BUFFER *buffer = ins->buffer;
- DWORD dst = ins->dst;
+ DWORD dst = ins->dst[0].token;
const DWORD *src = ins->src;
const char *instruction;
char arguments[256];
@@ -1018,7 +1018,7 @@
if ((WINED3DSHADER_VERSION_MAJOR(ins->reg_maps->shader_version) == 1
&& !shader_is_pshader_version(ins->reg_maps->shader_version)
- && shader_get_regtype(ins->dst) == WINED3DSPR_ADDR)
+ && shader_get_regtype(ins->dst[0].token) == WINED3DSPR_ADDR)
|| ins->handler_idx == WINED3DSIH_MOVA)
{
SHADER_BUFFER *buffer = ins->buffer;
@@ -1068,7 +1068,7 @@
/* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
* but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
*/
- pshader_get_register_name(ins->shader, ins->dst, reg_dest);
+ pshader_get_register_name(ins->shader, ins->dst[0].token, reg_dest);
if (shader_version >= WINED3DPS_VERSION(2,0))
{
@@ -1089,7 +1089,7 @@
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
- DWORD dst = ins->dst;
+ DWORD dst = ins->dst[0].token;
const DWORD *src = ins->src;
SHADER_BUFFER* buffer = ins->buffer;
DWORD shader_version = ins->reg_maps->shader_version;
@@ -1150,7 +1150,7 @@
static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
{
- DWORD dst = ins->dst;
+ DWORD dst = ins->dst[0].token;
SHADER_BUFFER *buffer = ins->buffer;
char tmp[20];
@@ -1175,7 +1175,7 @@
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
- DWORD reg1 = ins->dst & WINED3DSP_REGNUM_MASK;
+ DWORD reg1 = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
char dst_str[8];
char src_str[50];
@@ -1191,7 +1191,7 @@
{
SHADER_BUFFER *buffer = ins->buffer;
- DWORD reg1 = ins->dst & WINED3DSP_REGNUM_MASK;
+ DWORD reg1 = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
char dst_str[8];
char src_str[50];
@@ -1205,7 +1205,7 @@
static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
{
SHADER_BUFFER *buffer = ins->buffer;
- DWORD reg1 = ins->dst & WINED3DSP_REGNUM_MASK;
+ DWORD reg1 = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
char dst_str[8];
char src_str[50];
@@ -1221,7 +1221,7 @@
BOOL has_luminance = FALSE;
int i;
- DWORD dst = ins->dst;
+ DWORD dst = ins->dst[0].token;
DWORD src = ins->src[0] & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = ins->buffer;
@@ -1293,7 +1293,7 @@
static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
{
- DWORD reg = ins->dst & WINED3DSP_REGNUM_MASK;
+ DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER *buffer = ins->buffer;
char src0_name[50];
@@ -1306,7 +1306,7 @@
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
- DWORD reg = ins->dst & WINED3DSP_REGNUM_MASK;
+ DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER *buffer = ins->buffer;
char dst_str[8];
char src0_name[50];
@@ -1321,7 +1321,7 @@
static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
- DWORD reg = ins->dst & WINED3DSP_REGNUM_MASK;
+ DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER *buffer = ins->buffer;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
char src0_name[50];
@@ -1336,7 +1336,7 @@
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
- DWORD reg = ins->dst & WINED3DSP_REGNUM_MASK;
+ DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER *buffer = ins->buffer;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
char dst_str[8];
@@ -1357,7 +1357,7 @@
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
- DWORD reg = ins->dst & WINED3DSP_REGNUM_MASK;
+ DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER *buffer = ins->buffer;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
char dst_str[8];
@@ -1393,7 +1393,7 @@
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
- DWORD reg = ins->dst & WINED3DSP_REGNUM_MASK;
+ DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
DWORD reg3 = ins->src[1] & WINED3DSP_REGNUM_MASK;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
SHADER_BUFFER *buffer = ins->buffer;
@@ -1435,7 +1435,7 @@
* parameter. According to the msdn, this must be register r5, but let's keep it more flexible
* here
*/
- pshader_get_register_name(ins->shader, ins->dst, dst_name);
+ pshader_get_register_name(ins->shader, ins->dst[0].token, dst_name);
/* According to the msdn, the source register(must be r5) is unusable after
* the texdepth instruction, so we're free to modify it
@@ -1458,7 +1458,7 @@
static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
{
SHADER_BUFFER *buffer = ins->buffer;
- DWORD sampler_idx = ins->dst & WINED3DSP_REGNUM_MASK;
+ DWORD sampler_idx = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
char src0[50];
char dst_str[8];
@@ -1477,12 +1477,12 @@
char src0[50];
char dst_str[50];
char dst_mask[6];
- DWORD dstreg = ins->dst & WINED3DSP_REGNUM_MASK;
+ DWORD dstreg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER *buffer = ins->buffer;
/* Handle output register */
- pshader_get_register_name(ins->shader, ins->dst, dst_str);
- shader_arb_get_write_mask(ins, ins->dst, dst_mask);
+ pshader_get_register_name(ins->shader, ins->dst[0].token, dst_str);
+ shader_arb_get_write_mask(ins, ins->dst[0].token, dst_mask);
pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src0);
shader_addline(buffer, "DP3 %s%s, T%u, %s;\n", dst_str, dst_mask, dstreg, src0);
@@ -1498,10 +1498,10 @@
char dst_str[50];
char dst_mask[6];
char src0[50];
- DWORD dst_reg = ins->dst & WINED3DSP_REGNUM_MASK;
+ DWORD dst_reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
- pshader_get_register_name(ins->shader, ins->dst, dst_str);
- shader_arb_get_write_mask(ins, ins->dst, dst_mask);
+ pshader_get_register_name(ins->shader, ins->dst[0].token, dst_str);
+ shader_arb_get_write_mask(ins, ins->dst[0].token, dst_mask);
pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src0);
shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", dst_reg, src0);
@@ -1518,7 +1518,7 @@
static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
{
SHADER_BUFFER *buffer = ins->buffer;
- DWORD dst_reg = ins->dst & WINED3DSP_REGNUM_MASK;
+ DWORD dst_reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
char src0[50];
pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src0);
@@ -1540,6 +1540,7 @@
{
int i;
int nComponents = 0;
+ struct wined3d_shader_dst_param tmp_dst = {0};
struct wined3d_shader_instruction tmp_ins;
memset(&tmp_ins, 0, sizeof(tmp_ins));
@@ -1552,6 +1553,7 @@
tmp_ins.src_addr[1] = ins->src_addr[1];
tmp_ins.reg_maps = ins->reg_maps;
tmp_ins.dst_count = 1;
+ tmp_ins.dst = &tmp_dst;
tmp_ins.src_count = 2;
switch(ins->handler_idx)
@@ -1582,7 +1584,7 @@
}
for (i = 0; i < nComponents; i++) {
- tmp_ins.dst = ((ins->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
+ tmp_dst.token = ((ins->dst[0].token) & ~WINED3DSP_WRITEMASK_ALL) | (WINED3DSP_WRITEMASK_0 << i);
tmp_ins.src[1] = ins->src[1]+i;
shader_hw_map2gl(&tmp_ins);
}
@@ -1591,7 +1593,7 @@
static void vshader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
{
SHADER_BUFFER *buffer = ins->buffer;
- DWORD dst = ins->dst;
+ DWORD dst = ins->dst[0].token;
DWORD src = ins->src[0];
DWORD swizzle = (src & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
const char *instruction;
@@ -1627,11 +1629,11 @@
char dst_name[50];
char src_name[50];
char dst_wmask[20];
- DWORD shift = (ins->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
- BOOL sat = (ins->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
+ DWORD shift = (ins->dst[0].token & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
+ BOOL sat = (ins->dst[0].token & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
- pshader_get_register_name(ins->shader, ins->dst, dst_name);
- shader_arb_get_write_mask(ins, ins->dst, dst_wmask);
+ pshader_get_register_name(ins->shader, ins->dst[0].token, dst_name);
+ shader_arb_get_write_mask(ins, ins->dst[0].token, dst_wmask);
pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src_name);
shader_addline(buffer, "DP3 TMP, %s, %s;\n", src_name, src_name);
@@ -1654,11 +1656,11 @@
char dst_name[50];
char src_name[50];
char dst_wmask[20];
- DWORD shift = (ins->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
- BOOL sat = (ins->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
+ DWORD shift = (ins->dst[0].token & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
+ BOOL sat = (ins->dst[0].token & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
- pshader_get_register_name(ins->shader, ins->dst, dst_name);
- shader_arb_get_write_mask(ins, ins->dst, dst_wmask);
+ pshader_get_register_name(ins->shader, ins->dst[0].token, dst_name);
+ shader_arb_get_write_mask(ins, ins->dst[0].token, dst_wmask);
pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src_name);
shader_addline(buffer, "SCS%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c
index 04626a9..6977aa5 100644
--- a/dlls/wined3d/baseshader.c
+++ b/dlls/wined3d/baseshader.c
@@ -771,6 +771,7 @@
const SHADER_OPCODE *opcode_table = This->baseShader.shader_ins;
const SHADER_HANDLER *handler_table = device->shader_backend->shader_instruction_handler_table;
DWORD shader_version = reg_maps->shader_version;
+ struct wined3d_shader_dst_param dst_param;
struct wined3d_shader_instruction ins;
const DWORD *pToken = pFunction;
const SHADER_OPCODE *curOpcode;
@@ -781,6 +782,7 @@
ins.shader = iface;
ins.buffer = buffer;
ins.reg_maps = reg_maps;
+ ins.dst = &dst_param;
This->baseShader.parse_state.current_row = 0;
while (WINED3DPS_END() != *pToken)
@@ -846,10 +848,8 @@
ins.dst_count = curOpcode->dst_token ? 1 : 0;
if (ins.dst_count)
{
- DWORD param, addr_token = 0;
- pToken += shader_get_param(pToken, shader_version, ¶m, &addr_token);
- ins.dst = param;
- ins.dst_addr = addr_token;
+ dst_param.addr_token = 0;
+ pToken += shader_get_param(pToken, shader_version, &dst_param.token, &dst_param.addr_token);
}
/* Predication token */
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 2fcd37f..64b0ed2 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1272,7 +1272,7 @@
DWORD mask;
int shift;
- mask = shader_glsl_add_dst_param(ins, param, ins->dst_addr, &dst_param);
+ mask = shader_glsl_add_dst_param(ins, param, ins->dst[0].addr_token, &dst_param);
if(mask) {
shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
@@ -1285,31 +1285,37 @@
/* Append the destination part of the instruction to the buffer, return the effective write mask */
static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, const struct wined3d_shader_instruction *ins)
{
- return shader_glsl_append_dst_ext(buffer, ins, ins->dst);
+ return shader_glsl_append_dst_ext(buffer, ins, ins->dst[0].token);
}
/** Process GLSL instruction modifiers */
void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
{
- DWORD mask = ins->dst & WINED3DSP_DSTMOD_MASK;
+ glsl_dst_param_t dst_param;
+ DWORD mask;
- if (ins->dst_count && mask)
+ if (!ins->dst_count) return;
+
+ mask = ins->dst[0].token & WINED3DSP_DSTMOD_MASK;
+ if (!mask) return;
+
+ shader_glsl_add_dst_param(ins, ins->dst[0].token, 0, &dst_param);
+
+ if (mask & WINED3DSPDM_SATURATE)
{
- glsl_dst_param_t dst_param;
+ /* _SAT means to clamp the value of the register to between 0 and 1 */
+ shader_addline(ins->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
+ dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
+ }
- shader_glsl_add_dst_param(ins, ins->dst, 0, &dst_param);
+ if (mask & WINED3DSPDM_MSAMPCENTROID)
+ {
+ FIXME("_centroid modifier not handled\n");
+ }
- if (mask & WINED3DSPDM_SATURATE) {
- /* _SAT means to clamp the value of the register to between 0 and 1 */
- shader_addline(ins->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
- dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
- }
- if (mask & WINED3DSPDM_MSAMPCENTROID) {
- FIXME("_centroid modifier not handled\n");
- }
- if (mask & WINED3DSPDM_PARTIALPRECISION) {
- /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
- }
+ if (mask & WINED3DSPDM_PARTIALPRECISION)
+ {
+ /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
}
}
@@ -1440,7 +1446,7 @@
if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
- mask &= ins->dst;
+ mask &= ins->dst[0].token;
if (!mask) return; /* Nothing to do */
@@ -1457,7 +1463,7 @@
shader_glsl_get_write_mask(mask, dst_param.mask_str);
dst_param.reg_name[0] = '\0';
- shader_glsl_get_register_name(ins->dst, ins->dst_addr, dst_param.reg_name, &dummy, ins);
+ shader_glsl_get_register_name(ins->dst[0].token, ins->dst[0].addr_token, dst_param.reg_name, &dummy, ins);
arguments[0] = '\0';
remaining = mask_size;
@@ -1503,7 +1509,7 @@
BOOL rect_fixup = FALSE;
va_list args;
- shader_glsl_get_swizzle(swizzle, FALSE, ins->dst, dst_swizzle);
+ shader_glsl_get_swizzle(swizzle, FALSE, ins->dst[0].token, dst_swizzle);
if (shader_is_pshader_version(ins->reg_maps->shader_version))
{
@@ -1593,7 +1599,7 @@
* shader versions WINED3DSIO_MOVA is used for this. */
if ((WINED3DSHADER_VERSION_MAJOR(ins->reg_maps->shader_version) == 1
&& !shader_is_pshader_version(ins->reg_maps->shader_version)
- && shader_get_regtype(ins->dst) == WINED3DSPR_ADDR))
+ && shader_get_regtype(ins->dst[0].token) == WINED3DSPR_ADDR))
{
/* This is a simple floor() */
unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
@@ -1656,7 +1662,7 @@
glsl_src_param_t src1_param;
char dst_mask[6];
- shader_glsl_get_write_mask(ins->dst, dst_mask);
+ shader_glsl_get_write_mask(ins->dst[0].token, dst_mask);
shader_glsl_append_dst(ins->buffer, ins);
shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], src_mask, &src0_param);
shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1], src_mask, &src1_param);
@@ -1779,7 +1785,7 @@
shader_addline(ins->buffer, "tmp0.w = 1.0;\n");
shader_glsl_append_dst(ins->buffer, ins);
- shader_glsl_get_write_mask(ins->dst, dst_mask);
+ shader_glsl_get_write_mask(ins->dst[0].token, dst_mask);
shader_addline(ins->buffer, "tmp0%s);\n", dst_mask);
} else {
DWORD write_mask;
@@ -1911,8 +1917,8 @@
DWORD src0regtype = shader_get_regtype(ins->src[0]);
DWORD src1regtype = shader_get_regtype(ins->src[1]);
DWORD src2regtype = shader_get_regtype(ins->src[2]);
- DWORD dstreg = ins->dst & WINED3DSP_REGNUM_MASK;
- DWORD dstregtype = shader_get_regtype(ins->dst);
+ DWORD dstreg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
+ DWORD dstregtype = shader_get_regtype(ins->dst[0].token);
/* Cycle through all source0 channels */
for (i=0; i<4; i++) {
@@ -1934,13 +1940,14 @@
(src1reg == dstreg && src1regtype == dstregtype) ||
(src2reg == dstreg && src2regtype == dstregtype)) {
- write_mask = shader_glsl_get_write_mask(ins->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask), mask_char);
+ write_mask = shader_glsl_get_write_mask(ins->dst[0].token & (~WINED3DSP_SWIZZLE_MASK | write_mask),
+ mask_char);
if (!write_mask) continue;
shader_addline(ins->buffer, "tmp0%s = (", mask_char);
temp_destination = TRUE;
} else {
write_mask = shader_glsl_append_dst_ext(ins->buffer, ins,
- ins->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
+ ins->dst[0].token & (~WINED3DSP_SWIZZLE_MASK | write_mask));
if (!write_mask) continue;
}
@@ -1953,8 +1960,8 @@
}
if(temp_destination) {
- shader_glsl_get_write_mask(ins->dst, mask_char);
- shader_glsl_append_dst_ext(ins->buffer, ins, ins->dst);
+ shader_glsl_get_write_mask(ins->dst[0].token, mask_char);
+ shader_glsl_append_dst_ext(ins->buffer, ins, ins->dst[0].token);
shader_addline(ins->buffer, "tmp0%s);\n", mask_char);
}
}
@@ -2000,7 +2007,8 @@
cmp_channel = WINED3DSP_WRITEMASK_0 << j;
}
}
- write_mask = shader_glsl_append_dst_ext(ins->buffer, ins, ins->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
+ write_mask = shader_glsl_append_dst_ext(ins->buffer, ins,
+ ins->dst[0].token & (~WINED3DSP_SWIZZLE_MASK | write_mask));
if (!write_mask) continue;
shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], cmp_channel, &src0_param);
@@ -2034,6 +2042,7 @@
{
int i;
int nComponents = 0;
+ struct wined3d_shader_dst_param tmp_dst = {0};
struct wined3d_shader_instruction tmp_ins;
memset(&tmp_ins, 0, sizeof(tmp_ins));
@@ -2046,6 +2055,7 @@
tmp_ins.src_addr[1] = ins->src_addr[1];
tmp_ins.reg_maps = ins->reg_maps;
tmp_ins.dst_count = 1;
+ tmp_ins.dst = &tmp_dst;
tmp_ins.src_count = 2;
switch(ins->handler_idx)
@@ -2076,7 +2086,7 @@
for (i = 0; i < nComponents; ++i)
{
- tmp_ins.dst = ((ins->dst) & ~WINED3DSP_WRITEMASK_ALL) | (WINED3DSP_WRITEMASK_0 << i);
+ tmp_dst.token = ((ins->dst[0].token) & ~WINED3DSP_WRITEMASK_ALL) | (WINED3DSP_WRITEMASK_0 << i);
tmp_ins.src[1] = ins->src[1] + i;
shader_glsl_dot(&tmp_ins);
}
@@ -2119,7 +2129,7 @@
char dst_mask[6];
shader_glsl_append_dst(ins->buffer, ins);
- shader_glsl_get_write_mask(ins->dst, dst_mask);
+ shader_glsl_get_write_mask(ins->dst[0].token, dst_mask);
shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_1, &src1_param);
@@ -2166,7 +2176,7 @@
char dst_mask[6];
shader_glsl_append_dst(ins->buffer, ins);
- shader_glsl_get_write_mask(ins->dst, dst_mask);
+ shader_glsl_get_write_mask(ins->dst[0].token, dst_mask);
shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_1, &src0y_param);
shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_2, &src0z_param);
@@ -2384,7 +2394,7 @@
/* 1.0-1.4: Use destination register as sampler source.
* 2.0+: Use provided sampler source. */
- if (shader_version < WINED3DPS_VERSION(2,0)) sampler_idx = ins->dst & WINED3DSP_REGNUM_MASK;
+ if (shader_version < WINED3DPS_VERSION(2,0)) sampler_idx = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
else sampler_idx = ins->src[1] & WINED3DSP_REGNUM_MASK;
sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
@@ -2503,7 +2513,7 @@
if (ins->reg_maps->shader_version != WINED3DPS_VERSION(1,4))
{
- DWORD reg = ins->dst & WINED3DSP_REGNUM_MASK;
+ DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg, dst_mask);
} else {
DWORD reg = ins->src[0] & WINED3DSP_REGNUM_MASK;
@@ -2545,7 +2555,7 @@
{
glsl_src_param_t src0_param;
glsl_sample_function_t sample_function;
- DWORD sampler_idx = ins->dst & WINED3DSP_REGNUM_MASK;
+ DWORD sampler_idx = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
DWORD sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
UINT mask_size;
@@ -2588,7 +2598,7 @@
static void pshader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0_param;
- DWORD dstreg = ins->dst & WINED3DSP_REGNUM_MASK;
+ DWORD dstreg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
DWORD dst_mask;
unsigned int mask_size;
@@ -2610,7 +2620,7 @@
{
glsl_dst_param_t dst_param;
- shader_glsl_add_dst_param(ins, ins->dst, 0, &dst_param);
+ shader_glsl_add_dst_param(ins, ins->dst[0].token, 0, &dst_param);
/* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
* Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
@@ -2630,7 +2640,7 @@
static void pshader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
- DWORD dstreg = ins->dst & WINED3DSP_REGNUM_MASK;
+ DWORD dstreg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
glsl_src_param_t src0_param;
shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], src_mask, &src0_param);
@@ -2644,7 +2654,7 @@
static void pshader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
- DWORD reg = ins->dst & WINED3DSP_REGNUM_MASK;
+ DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER *buffer = ins->buffer;
glsl_src_param_t src0_param;
@@ -2658,7 +2668,7 @@
{
IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->shader;
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
- DWORD reg = ins->dst & WINED3DSP_REGNUM_MASK;
+ DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER *buffer = ins->buffer;
SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
glsl_src_param_t src0_param;
@@ -2671,7 +2681,7 @@
static void pshader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
- DWORD reg = ins->dst & WINED3DSP_REGNUM_MASK;
+ DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER *buffer = ins->buffer;
glsl_src_param_t src0_param;
DWORD sampler_type = ins->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
@@ -2692,7 +2702,7 @@
{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
glsl_src_param_t src0_param;
- DWORD reg = ins->dst & WINED3DSP_REGNUM_MASK;
+ DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
DWORD sampler_type = ins->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
@@ -2717,14 +2727,14 @@
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
glsl_src_param_t src0_param;
char dst_mask[6];
- DWORD reg = ins->dst & WINED3DSP_REGNUM_MASK;
+ DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], src_mask, &src0_param);
shader_glsl_append_dst(ins->buffer, ins);
- shader_glsl_get_write_mask(ins->dst, dst_mask);
+ shader_glsl_get_write_mask(ins->dst[0].token, dst_mask);
shader_addline(ins->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
current_state->current_row = 0;
@@ -2735,7 +2745,7 @@
static void pshader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->shader;
- DWORD reg = ins->dst & WINED3DSP_REGNUM_MASK;
+ DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
SHADER_BUFFER *buffer = ins->buffer;
@@ -2766,7 +2776,7 @@
static void pshader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->shader;
- DWORD reg = ins->dst & WINED3DSP_REGNUM_MASK;
+ DWORD reg = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER *buffer = ins->buffer;
SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
glsl_src_param_t src0_param;
@@ -2809,7 +2819,7 @@
DWORD flags;
char coord_mask[6];
- sampler_idx = ins->dst & WINED3DSP_REGNUM_MASK;
+ sampler_idx = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
@@ -2849,7 +2859,7 @@
glsl_dst_param_t dst_param;
shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_2, &luminance_param);
- shader_glsl_add_dst_param(ins, ins->dst, ins->dst_addr, &dst_param);
+ shader_glsl_add_dst_param(ins, ins->dst[0].token, ins->dst[0].addr_token, &dst_param);
shader_addline(ins->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
dst_param.reg_name, dst_param.mask_str,
@@ -2860,7 +2870,7 @@
static void pshader_glsl_bem(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0_param, src1_param;
- DWORD sampler_idx = ins->dst & WINED3DSP_REGNUM_MASK;
+ DWORD sampler_idx = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0],
WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
@@ -2877,7 +2887,7 @@
static void pshader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0_param;
- DWORD sampler_idx = ins->dst & WINED3DSP_REGNUM_MASK;
+ DWORD sampler_idx = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
DWORD sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
glsl_sample_function_t sample_function;
@@ -2893,7 +2903,7 @@
static void pshader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0_param;
- DWORD sampler_idx = ins->dst & WINED3DSP_REGNUM_MASK;
+ DWORD sampler_idx = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
DWORD sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
glsl_sample_function_t sample_function;
@@ -2909,7 +2919,7 @@
static void pshader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0_param;
- DWORD sampler_idx = ins->dst & WINED3DSP_REGNUM_MASK;
+ DWORD sampler_idx = ins->dst[0].token & WINED3DSP_REGNUM_MASK;
DWORD sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
glsl_sample_function_t sample_function;
@@ -2928,7 +2938,7 @@
glsl_dst_param_t dst_param;
/* The argument is a destination parameter, and no writemasks are allowed */
- shader_glsl_add_dst_param(ins, ins->dst, 0, &dst_param);
+ shader_glsl_add_dst_param(ins, ins->dst[0].token, 0, &dst_param);
if ((ins->reg_maps->shader_version >= WINED3DPS_VERSION(2,0)))
{
/* 2.0 shaders compare all 4 components in texkill */
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 425b049..45d0cbd 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -450,6 +450,12 @@
DWORD max_version;
} SHADER_OPCODE;
+struct wined3d_shader_dst_param
+{
+ DWORD token;
+ DWORD addr_token;
+};
+
struct wined3d_shader_instruction
{
IWineD3DBaseShader *shader;
@@ -457,13 +463,12 @@
enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
DWORD flags;
BOOL coissue;
- DWORD dst;
- DWORD dst_addr;
DWORD predicate;
DWORD src[4];
DWORD src_addr[4];
SHADER_BUFFER *buffer;
UINT dst_count;
+ const struct wined3d_shader_dst_param *dst;
UINT src_count;
};