vkd3d-shader/ir: Use iterators in vsir_program_insert_vertex_fog().

This commit is contained in:
Francisco Casas
2025-08-06 12:22:26 -04:00
committed by Henri Verbeet
parent d74d28e8ac
commit 5485429073
Notes: Henri Verbeet 2025-08-21 16:35:05 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1675

View File

@@ -7922,21 +7922,18 @@ static enum vkd3d_result vsir_program_add_fog_output(struct vsir_program *progra
return VKD3D_OK;
}
static enum vkd3d_result insert_vertex_fog_before_ret(struct vsir_program *program,
const struct vkd3d_shader_instruction *ret, enum vkd3d_shader_fog_source source, uint32_t temp,
uint32_t fog_signature_idx, uint32_t source_signature_idx, size_t *ret_pos)
static enum vkd3d_result insert_vertex_fog_before_ret(struct vsir_program *program, struct vsir_program_iterator *it,
enum vkd3d_shader_fog_source source, uint32_t temp, uint32_t fog_signature_idx, uint32_t source_signature_idx)
{
const struct signature_element *e = &program->output_signature.elements[source_signature_idx];
struct vkd3d_shader_instruction_array *instructions = &program->instructions;
struct vkd3d_shader_instruction *ret = vsir_program_iterator_current(it);
const struct vkd3d_shader_location loc = ret->location;
size_t pos = ret - instructions->elements;
struct vkd3d_shader_instruction *ins;
if (!shader_instruction_array_insert_at(&program->instructions, pos, 2))
vsir_program_iterator_prev(it);
if (!vsir_program_iterator_insert_after(it, 2))
return VKD3D_ERROR_OUT_OF_MEMORY;
ret = NULL;
ins = &program->instructions.elements[pos];
ins = vsir_program_iterator_next(it);
/* Write the fog output. */
vsir_instruction_init_with_params(program, ins, &loc, VSIR_OP_MOV, 1, 1);
@@ -7946,26 +7943,27 @@ static enum vkd3d_result insert_vertex_fog_before_ret(struct vsir_program *progr
ins->src[0].swizzle = VKD3D_SHADER_SWIZZLE(Z, Z, Z, Z);
else /* Position or specular W. */
ins->src[0].swizzle = VKD3D_SHADER_SWIZZLE(W, W, W, W);
++ins;
ins = vsir_program_iterator_next(it);
/* Write the position or specular output. */
vsir_instruction_init_with_params(program, ins, &loc, VSIR_OP_MOV, 1, 1);
dst_param_init_output(&ins->dst[0], vsir_data_type_from_component_type(e->component_type),
source_signature_idx, e->mask);
src_param_init_temp_float4(&ins->src[0], temp);
++ins;
ins = vsir_program_iterator_next(it);
*ret_pos = pos + 2;
return VKD3D_OK;
}
static enum vkd3d_result vsir_program_insert_vertex_fog(struct vsir_program *program,
struct vsir_transformation_context *ctx)
{
struct vsir_program_iterator it = vsir_program_iterator(&program->instructions);
struct vkd3d_shader_message_context *message_context = ctx->message_context;
const struct vkd3d_shader_parameter1 *source_parameter = NULL;
uint32_t fog_signature_idx, source_signature_idx, temp;
static const struct vkd3d_shader_location no_loc;
struct vkd3d_shader_instruction *ins;
enum vkd3d_shader_fog_source source;
const struct signature_element *e;
@@ -8022,22 +8020,18 @@ static enum vkd3d_result vsir_program_insert_vertex_fog(struct vsir_program *pro
/* Insert a fog write before each ret, and convert either specular or
* position output to a temp. */
for (size_t i = 0; i < program->instructions.count; ++i)
for (ins = vsir_program_iterator_head(&it); ins; ins = vsir_program_iterator_next(&it))
{
struct vkd3d_shader_instruction *ins = &program->instructions.elements[i];
if (vsir_instruction_is_dcl(ins))
continue;
if (ins->opcode == VSIR_OP_RET)
{
size_t new_pos;
int ret;
if ((ret = insert_vertex_fog_before_ret(program, ins, source, temp,
fog_signature_idx, source_signature_idx, &new_pos)) < 0)
if ((ret = insert_vertex_fog_before_ret(program, &it, source, temp,
fog_signature_idx, source_signature_idx)) < 0)
return ret;
i = new_pos;
continue;
}