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vkd3d-shader/ir: Use iterators in vsir_program_insert_vertex_fog().
This commit is contained in:
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
@@ -7922,21 +7922,18 @@ static enum vkd3d_result vsir_program_add_fog_output(struct vsir_program *progra
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return VKD3D_OK;
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}
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static enum vkd3d_result insert_vertex_fog_before_ret(struct vsir_program *program,
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const struct vkd3d_shader_instruction *ret, enum vkd3d_shader_fog_source source, uint32_t temp,
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uint32_t fog_signature_idx, uint32_t source_signature_idx, size_t *ret_pos)
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static enum vkd3d_result insert_vertex_fog_before_ret(struct vsir_program *program, struct vsir_program_iterator *it,
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enum vkd3d_shader_fog_source source, uint32_t temp, uint32_t fog_signature_idx, uint32_t source_signature_idx)
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{
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const struct signature_element *e = &program->output_signature.elements[source_signature_idx];
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struct vkd3d_shader_instruction_array *instructions = &program->instructions;
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struct vkd3d_shader_instruction *ret = vsir_program_iterator_current(it);
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const struct vkd3d_shader_location loc = ret->location;
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size_t pos = ret - instructions->elements;
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struct vkd3d_shader_instruction *ins;
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if (!shader_instruction_array_insert_at(&program->instructions, pos, 2))
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vsir_program_iterator_prev(it);
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if (!vsir_program_iterator_insert_after(it, 2))
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return VKD3D_ERROR_OUT_OF_MEMORY;
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ret = NULL;
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ins = &program->instructions.elements[pos];
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ins = vsir_program_iterator_next(it);
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/* Write the fog output. */
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vsir_instruction_init_with_params(program, ins, &loc, VSIR_OP_MOV, 1, 1);
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@@ -7946,26 +7943,27 @@ static enum vkd3d_result insert_vertex_fog_before_ret(struct vsir_program *progr
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ins->src[0].swizzle = VKD3D_SHADER_SWIZZLE(Z, Z, Z, Z);
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else /* Position or specular W. */
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ins->src[0].swizzle = VKD3D_SHADER_SWIZZLE(W, W, W, W);
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++ins;
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ins = vsir_program_iterator_next(it);
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/* Write the position or specular output. */
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vsir_instruction_init_with_params(program, ins, &loc, VSIR_OP_MOV, 1, 1);
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dst_param_init_output(&ins->dst[0], vsir_data_type_from_component_type(e->component_type),
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source_signature_idx, e->mask);
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src_param_init_temp_float4(&ins->src[0], temp);
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++ins;
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ins = vsir_program_iterator_next(it);
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*ret_pos = pos + 2;
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return VKD3D_OK;
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}
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static enum vkd3d_result vsir_program_insert_vertex_fog(struct vsir_program *program,
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struct vsir_transformation_context *ctx)
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{
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struct vsir_program_iterator it = vsir_program_iterator(&program->instructions);
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struct vkd3d_shader_message_context *message_context = ctx->message_context;
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const struct vkd3d_shader_parameter1 *source_parameter = NULL;
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uint32_t fog_signature_idx, source_signature_idx, temp;
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static const struct vkd3d_shader_location no_loc;
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struct vkd3d_shader_instruction *ins;
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enum vkd3d_shader_fog_source source;
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const struct signature_element *e;
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@@ -8022,22 +8020,18 @@ static enum vkd3d_result vsir_program_insert_vertex_fog(struct vsir_program *pro
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/* Insert a fog write before each ret, and convert either specular or
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* position output to a temp. */
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for (size_t i = 0; i < program->instructions.count; ++i)
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for (ins = vsir_program_iterator_head(&it); ins; ins = vsir_program_iterator_next(&it))
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{
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struct vkd3d_shader_instruction *ins = &program->instructions.elements[i];
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if (vsir_instruction_is_dcl(ins))
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continue;
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if (ins->opcode == VSIR_OP_RET)
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{
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size_t new_pos;
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int ret;
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if ((ret = insert_vertex_fog_before_ret(program, ins, source, temp,
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fog_signature_idx, source_signature_idx, &new_pos)) < 0)
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if ((ret = insert_vertex_fog_before_ret(program, &it, source, temp,
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fog_signature_idx, source_signature_idx)) < 0)
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return ret;
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i = new_pos;
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continue;
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}
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