PixelShader RemoveMaskedOutputWrites::Transform(const PixelShader& original)
	{
		PixelShader shader;
		shader.SetInfo(original.GetInfo());
		unsigned int i = 0;

		target.reg.type = RegisterType::UNKNOWN;

		for (const Statement& statement : original.GetStatements()) {			
			if (statement.destination.reg.type == RegisterType::OUTPUT && !statement.destination.mask.IsEmpty()) {
				if (target.reg.type == RegisterType::UNKNOWN)
					target = FindUnusedRegister(original, i);
				Replace(&shader, statement, target);
			}
			else
				shader.PushStatement(statement);

			++i;
		}

		if (target.reg.type != RegisterType::UNKNOWN) {
			Statement mov;
			mov.opcode = Opcode::MOV;
			mov.destination.reg.type = RegisterType::OUTPUT;
			mov.source1.registerEntry = target;
			shader.PushStatement(mov);
		}

		return shader;
	}
예제 #2
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	void AGALWriter::WriteShader(const PixelShader& shader, std::ostream& stream)
	{
		stream << shader.GetInfo();
		
		for (const Statement& statement : shader.GetStatements()) {
			stream << statement;
			if (statement.opcode == Opcode::TEXLD)
				stream	<< " <2d, " 
						<< (wrapMode == TextureSampling::CLAMP? "clamp, " : "wrap, ")
						<< (textureFiltering == TextureSampling::LINEAR? "linear, " : "nearest, ")
						<< (mipFiltering == TextureSampling::MIPNONE? "mipnone" : 
						mipFiltering == TextureSampling::MIPLINEAR? "miplinear" :
																	"mipnearest")
						<< ">";
			stream << std::endl;
		}
	}
	PixelShader RemoveMADTransformation::Transform(const PixelShader& original)
	{
		PixelShader shader;
		shader.SetInfo(original.GetInfo());
		unsigned int i = 0;

		for (const Statement& statement : original.GetStatements()) {			
			if (statement.opcode == Opcode::MAD)
				Replace(original, &shader, statement, i);
			else
				shader.PushStatement(statement);

			++i;
		}

		return shader;
	}
	PixelShader RemoveNegationTransformation::Transform(const PixelShader& original)
	{
		PixelShader shader;
		shader.SetInfo(original.GetInfo());
		unsigned int i = 0;

		for (const Statement& statement : original.GetStatements()) {			
			if (statement.source1.negated || statement.source2.negated) {
				Replace(original, &shader, statement, i);
			}
			else
				shader.PushStatement(statement);

			++i;
		}

		return shader;
	}