wined3d: Take predication tokens into account.
commit42b89791ff4328ec8a92916ff8b0435748b16ee1
authorIvan Gyurdiev <ivg2@cornell.edu>
Thu, 18 May 2006 01:09:56 +0000 (17 21:09 -0400)
committerAlexandre Julliard <julliard@winehq.org>
Thu, 18 May 2006 08:32:54 +0000 (18 10:32 +0200)
tree692fb28ea49c83d97d59b160d0723d203e459ce5
parentfa62d9d3b4866e52cbe00db36d55ed656be4852b
wined3d: Take predication tokens into account.

Each instruction can have a predication token. Account for it in the
trace pass, register count pass, and store it in the SHADER_OPCODE_ARG
structure for generation. MSDN claims the token is at the end of the
instruction, but that's not true - testing a demo, which lets me
manipulate the shader shows the predication token is the first source
token immediately following the destination token.
dlls/wined3d/baseshader.c
dlls/wined3d/pixelshader.c
dlls/wined3d/vertexshader.c
dlls/wined3d/wined3d_private.h