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wine
wine-cw
Commits
dc8b1bdc
Commit
dc8b1bdc
authored
Aug 19, 2009
by
Henri Verbeet
Committed by
Alexandre Julliard
Aug 19, 2009
Browse files
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Plain Diff
wined3d: Rename some GLSL instruction handlers.
The pshader_glsl_* names are a leftover from when we had separate code for vertex and fragment shaders.
parent
ffb38da0
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1 changed file
with
44 additions
and
44 deletions
+44
-44
glsl_shader.c
dlls/wined3d/glsl_shader.c
+44
-44
No files found.
dlls/wined3d/glsl_shader.c
View file @
dc8b1bdc
...
...
@@ -2645,7 +2645,7 @@ static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
/*********************************************
* Pixel Shader Specific Code begins here
********************************************/
static
void
p
shader_glsl_tex
(
const
struct
wined3d_shader_instruction
*
ins
)
static
void
shader_glsl_tex
(
const
struct
wined3d_shader_instruction
*
ins
)
{
IWineD3DPixelShaderImpl
*
This
=
(
IWineD3DPixelShaderImpl
*
)
ins
->
ctx
->
shader
;
IWineD3DDeviceImpl
*
deviceImpl
=
(
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
;
...
...
@@ -2748,7 +2748,7 @@ static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
if
(
!
GL_SUPPORT
(
ARB_SHADER_TEXTURE_LOD
))
{
FIXME
(
"texldd used, but not supported by hardware. Falling back to regular tex
\n
"
);
return
p
shader_glsl_tex
(
ins
);
return
shader_glsl_tex
(
ins
);
}
sampler_idx
=
ins
->
src
[
1
].
reg
.
idx
;
...
...
@@ -2799,7 +2799,7 @@ static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
"%s"
,
coord_param
.
param_str
);
}
static
void
p
shader_glsl_texcoord
(
const
struct
wined3d_shader_instruction
*
ins
)
static
void
shader_glsl_texcoord
(
const
struct
wined3d_shader_instruction
*
ins
)
{
/* FIXME: Make this work for more than just 2D textures */
struct
wined3d_shader_buffer
*
buffer
=
ins
->
ctx
->
buffer
;
...
...
@@ -2848,7 +2848,7 @@ static void pshader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
/** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
* Take a 3-component dot product of the TexCoord[dstreg] and src,
* then perform a 1D texture lookup from stage dstregnum, place into dst. */
static
void
p
shader_glsl_texdp3tex
(
const
struct
wined3d_shader_instruction
*
ins
)
static
void
shader_glsl_texdp3tex
(
const
struct
wined3d_shader_instruction
*
ins
)
{
glsl_src_param_t
src0_param
;
glsl_sample_function_t
sample_function
;
...
...
@@ -2892,7 +2892,7 @@ static void pshader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
/** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
* Take a 3-component dot product of the TexCoord[dstreg] and src. */
static
void
p
shader_glsl_texdp3
(
const
struct
wined3d_shader_instruction
*
ins
)
static
void
shader_glsl_texdp3
(
const
struct
wined3d_shader_instruction
*
ins
)
{
glsl_src_param_t
src0_param
;
DWORD
dstreg
=
ins
->
dst
[
0
].
reg
.
idx
;
...
...
@@ -2913,7 +2913,7 @@ static void pshader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
/** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
* Calculate the depth as dst.x / dst.y */
static
void
p
shader_glsl_texdepth
(
const
struct
wined3d_shader_instruction
*
ins
)
static
void
shader_glsl_texdepth
(
const
struct
wined3d_shader_instruction
*
ins
)
{
glsl_dst_param_t
dst_param
;
...
...
@@ -2934,7 +2934,7 @@ static void pshader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
* Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
* depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
*/
static
void
p
shader_glsl_texm3x2depth
(
const
struct
wined3d_shader_instruction
*
ins
)
static
void
shader_glsl_texm3x2depth
(
const
struct
wined3d_shader_instruction
*
ins
)
{
DWORD
src_mask
=
WINED3DSP_WRITEMASK_0
|
WINED3DSP_WRITEMASK_1
|
WINED3DSP_WRITEMASK_2
;
DWORD
dstreg
=
ins
->
dst
[
0
].
reg
.
idx
;
...
...
@@ -2948,7 +2948,7 @@ static void pshader_glsl_texm3x2depth(const struct wined3d_shader_instruction *i
/** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
* Calculate the 1st of a 2-row matrix multiplication. */
static
void
p
shader_glsl_texm3x2pad
(
const
struct
wined3d_shader_instruction
*
ins
)
static
void
shader_glsl_texm3x2pad
(
const
struct
wined3d_shader_instruction
*
ins
)
{
DWORD
src_mask
=
WINED3DSP_WRITEMASK_0
|
WINED3DSP_WRITEMASK_1
|
WINED3DSP_WRITEMASK_2
;
DWORD
reg
=
ins
->
dst
[
0
].
reg
.
idx
;
...
...
@@ -2961,7 +2961,7 @@ static void pshader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins
/** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
* Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
static
void
p
shader_glsl_texm3x3pad
(
const
struct
wined3d_shader_instruction
*
ins
)
static
void
shader_glsl_texm3x3pad
(
const
struct
wined3d_shader_instruction
*
ins
)
{
IWineD3DPixelShaderImpl
*
shader
=
(
IWineD3DPixelShaderImpl
*
)
ins
->
ctx
->
shader
;
DWORD
src_mask
=
WINED3DSP_WRITEMASK_0
|
WINED3DSP_WRITEMASK_1
|
WINED3DSP_WRITEMASK_2
;
...
...
@@ -2975,7 +2975,7 @@ static void pshader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins
current_state
->
texcoord_w
[
current_state
->
current_row
++
]
=
reg
;
}
static
void
p
shader_glsl_texm3x2tex
(
const
struct
wined3d_shader_instruction
*
ins
)
static
void
shader_glsl_texm3x2tex
(
const
struct
wined3d_shader_instruction
*
ins
)
{
DWORD
src_mask
=
WINED3DSP_WRITEMASK_0
|
WINED3DSP_WRITEMASK_1
|
WINED3DSP_WRITEMASK_2
;
DWORD
reg
=
ins
->
dst
[
0
].
reg
.
idx
;
...
...
@@ -2995,7 +2995,7 @@ static void pshader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins
/** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
* Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
static
void
p
shader_glsl_texm3x3tex
(
const
struct
wined3d_shader_instruction
*
ins
)
static
void
shader_glsl_texm3x3tex
(
const
struct
wined3d_shader_instruction
*
ins
)
{
DWORD
src_mask
=
WINED3DSP_WRITEMASK_0
|
WINED3DSP_WRITEMASK_1
|
WINED3DSP_WRITEMASK_2
;
glsl_src_param_t
src0_param
;
...
...
@@ -3019,7 +3019,7 @@ static void pshader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins
/** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
* Perform the 3rd row of a 3x3 matrix multiply */
static
void
p
shader_glsl_texm3x3
(
const
struct
wined3d_shader_instruction
*
ins
)
static
void
shader_glsl_texm3x3
(
const
struct
wined3d_shader_instruction
*
ins
)
{
DWORD
src_mask
=
WINED3DSP_WRITEMASK_0
|
WINED3DSP_WRITEMASK_1
|
WINED3DSP_WRITEMASK_2
;
glsl_src_param_t
src0_param
;
...
...
@@ -3039,7 +3039,7 @@ static void pshader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
/** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
* Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
static
void
p
shader_glsl_texm3x3spec
(
const
struct
wined3d_shader_instruction
*
ins
)
static
void
shader_glsl_texm3x3spec
(
const
struct
wined3d_shader_instruction
*
ins
)
{
IWineD3DPixelShaderImpl
*
shader
=
(
IWineD3DPixelShaderImpl
*
)
ins
->
ctx
->
shader
;
DWORD
reg
=
ins
->
dst
[
0
].
reg
.
idx
;
...
...
@@ -3070,7 +3070,7 @@ static void pshader_glsl_texm3x3spec(const struct wined3d_shader_instruction *in
/** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
* Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
static
void
p
shader_glsl_texm3x3vspec
(
const
struct
wined3d_shader_instruction
*
ins
)
static
void
shader_glsl_texm3x3vspec
(
const
struct
wined3d_shader_instruction
*
ins
)
{
IWineD3DPixelShaderImpl
*
shader
=
(
IWineD3DPixelShaderImpl
*
)
ins
->
ctx
->
shader
;
DWORD
reg
=
ins
->
dst
[
0
].
reg
.
idx
;
...
...
@@ -3104,7 +3104,7 @@ static void pshader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *i
* Apply a fake bump map transform.
* texbem is pshader <= 1.3 only, this saves a few version checks
*/
static
void
p
shader_glsl_texbem
(
const
struct
wined3d_shader_instruction
*
ins
)
static
void
shader_glsl_texbem
(
const
struct
wined3d_shader_instruction
*
ins
)
{
IWineD3DPixelShaderImpl
*
This
=
(
IWineD3DPixelShaderImpl
*
)
ins
->
ctx
->
shader
;
IWineD3DDeviceImpl
*
deviceImpl
=
(
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
;
...
...
@@ -3163,7 +3163,7 @@ static void pshader_glsl_texbem(const struct wined3d_shader_instruction *ins)
}
}
static
void
p
shader_glsl_bem
(
const
struct
wined3d_shader_instruction
*
ins
)
static
void
shader_glsl_bem
(
const
struct
wined3d_shader_instruction
*
ins
)
{
glsl_src_param_t
src0_param
,
src1_param
;
DWORD
sampler_idx
=
ins
->
dst
[
0
].
reg
.
idx
;
...
...
@@ -3178,7 +3178,7 @@ static void pshader_glsl_bem(const struct wined3d_shader_instruction *ins)
/** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
* Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
static
void
p
shader_glsl_texreg2ar
(
const
struct
wined3d_shader_instruction
*
ins
)
static
void
shader_glsl_texreg2ar
(
const
struct
wined3d_shader_instruction
*
ins
)
{
glsl_src_param_t
src0_param
;
DWORD
sampler_idx
=
ins
->
dst
[
0
].
reg
.
idx
;
...
...
@@ -3194,7 +3194,7 @@ static void pshader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
/** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
* Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
static
void
p
shader_glsl_texreg2gb
(
const
struct
wined3d_shader_instruction
*
ins
)
static
void
shader_glsl_texreg2gb
(
const
struct
wined3d_shader_instruction
*
ins
)
{
glsl_src_param_t
src0_param
;
DWORD
sampler_idx
=
ins
->
dst
[
0
].
reg
.
idx
;
...
...
@@ -3210,7 +3210,7 @@ static void pshader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
/** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
* Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
static
void
p
shader_glsl_texreg2rgb
(
const
struct
wined3d_shader_instruction
*
ins
)
static
void
shader_glsl_texreg2rgb
(
const
struct
wined3d_shader_instruction
*
ins
)
{
glsl_src_param_t
src0_param
;
DWORD
sampler_idx
=
ins
->
dst
[
0
].
reg
.
idx
;
...
...
@@ -3227,7 +3227,7 @@ static void pshader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins
/** Process the WINED3DSIO_TEXKILL instruction in GLSL.
* If any of the first 3 components are < 0, discard this pixel */
static
void
p
shader_glsl_texkill
(
const
struct
wined3d_shader_instruction
*
ins
)
static
void
shader_glsl_texkill
(
const
struct
wined3d_shader_instruction
*
ins
)
{
glsl_dst_param_t
dst_param
;
...
...
@@ -3248,7 +3248,7 @@ static void pshader_glsl_texkill(const struct wined3d_shader_instruction *ins)
/** Process the WINED3DSIO_DP2ADD instruction in GLSL.
* dst = dot2(src0, src1) + src2 */
static
void
p
shader_glsl_dp2add
(
const
struct
wined3d_shader_instruction
*
ins
)
static
void
shader_glsl_dp2add
(
const
struct
wined3d_shader_instruction
*
ins
)
{
glsl_src_param_t
src0_param
;
glsl_src_param_t
src1_param
;
...
...
@@ -3272,7 +3272,7 @@ static void pshader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
}
}
static
void
p
shader_glsl_input_pack
(
IWineD3DPixelShader
*
iface
,
struct
wined3d_shader_buffer
*
buffer
,
static
void
shader_glsl_input_pack
(
IWineD3DPixelShader
*
iface
,
struct
wined3d_shader_buffer
*
buffer
,
const
struct
wined3d_shader_signature_element
*
input_signature
,
const
struct
shader_reg_maps
*
reg_maps
,
enum
vertexprocessing_mode
vertexprocessing
)
{
...
...
@@ -3737,7 +3737,7 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
/* Pack 3.0 inputs */
if
(
reg_maps
->
shader_version
.
major
>=
3
&&
args
->
vp_mode
!=
vertexshader
)
{
p
shader_glsl_input_pack
((
IWineD3DPixelShader
*
)
This
,
buffer
,
This
->
input_signature
,
reg_maps
,
args
->
vp_mode
);
shader_glsl_input_pack
((
IWineD3DPixelShader
*
)
This
,
buffer
,
This
->
input_signature
,
reg_maps
,
args
->
vp_mode
);
}
/* Base Shader Body */
...
...
@@ -4652,7 +4652,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
{
/* WINED3DSIH_ABS */
shader_glsl_map2gl
,
/* WINED3DSIH_ADD */
shader_glsl_arith
,
/* WINED3DSIH_BEM */
p
shader_glsl_bem
,
/* WINED3DSIH_BEM */
shader_glsl_bem
,
/* WINED3DSIH_BREAK */
shader_glsl_break
,
/* WINED3DSIH_BREAKC */
shader_glsl_breakc
,
/* WINED3DSIH_BREAKP */
NULL
,
...
...
@@ -4665,7 +4665,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_DEF */
NULL
,
/* WINED3DSIH_DEFB */
NULL
,
/* WINED3DSIH_DEFI */
NULL
,
/* WINED3DSIH_DP2ADD */
p
shader_glsl_dp2add
,
/* WINED3DSIH_DP2ADD */
shader_glsl_dp2add
,
/* WINED3DSIH_DP3 */
shader_glsl_dot
,
/* WINED3DSIH_DP4 */
shader_glsl_dot
,
/* WINED3DSIH_DST */
shader_glsl_dst
,
...
...
@@ -4711,28 +4711,28 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_SINCOS */
shader_glsl_sincos
,
/* WINED3DSIH_SLT */
shader_glsl_compare
,
/* WINED3DSIH_SUB */
shader_glsl_arith
,
/* WINED3DSIH_TEX */
p
shader_glsl_tex
,
/* WINED3DSIH_TEXBEM */
p
shader_glsl_texbem
,
/* WINED3DSIH_TEXBEML */
p
shader_glsl_texbem
,
/* WINED3DSIH_TEXCOORD */
p
shader_glsl_texcoord
,
/* WINED3DSIH_TEXDEPTH */
p
shader_glsl_texdepth
,
/* WINED3DSIH_TEXDP3 */
p
shader_glsl_texdp3
,
/* WINED3DSIH_TEXDP3TEX */
p
shader_glsl_texdp3tex
,
/* WINED3DSIH_TEXKILL */
p
shader_glsl_texkill
,
/* WINED3DSIH_TEX */
shader_glsl_tex
,
/* WINED3DSIH_TEXBEM */
shader_glsl_texbem
,
/* WINED3DSIH_TEXBEML */
shader_glsl_texbem
,
/* WINED3DSIH_TEXCOORD */
shader_glsl_texcoord
,
/* WINED3DSIH_TEXDEPTH */
shader_glsl_texdepth
,
/* WINED3DSIH_TEXDP3 */
shader_glsl_texdp3
,
/* WINED3DSIH_TEXDP3TEX */
shader_glsl_texdp3tex
,
/* WINED3DSIH_TEXKILL */
shader_glsl_texkill
,
/* WINED3DSIH_TEXLDD */
shader_glsl_texldd
,
/* WINED3DSIH_TEXLDL */
shader_glsl_texldl
,
/* WINED3DSIH_TEXM3x2DEPTH */
p
shader_glsl_texm3x2depth
,
/* WINED3DSIH_TEXM3x2PAD */
p
shader_glsl_texm3x2pad
,
/* WINED3DSIH_TEXM3x2TEX */
p
shader_glsl_texm3x2tex
,
/* WINED3DSIH_TEXM3x3 */
p
shader_glsl_texm3x3
,
/* WINED3DSIH_TEXM3x2DEPTH */
shader_glsl_texm3x2depth
,
/* WINED3DSIH_TEXM3x2PAD */
shader_glsl_texm3x2pad
,
/* WINED3DSIH_TEXM3x2TEX */
shader_glsl_texm3x2tex
,
/* WINED3DSIH_TEXM3x3 */
shader_glsl_texm3x3
,
/* WINED3DSIH_TEXM3x3DIFF */
NULL
,
/* WINED3DSIH_TEXM3x3PAD */
p
shader_glsl_texm3x3pad
,
/* WINED3DSIH_TEXM3x3SPEC */
p
shader_glsl_texm3x3spec
,
/* WINED3DSIH_TEXM3x3TEX */
p
shader_glsl_texm3x3tex
,
/* WINED3DSIH_TEXM3x3VSPEC */
p
shader_glsl_texm3x3vspec
,
/* WINED3DSIH_TEXREG2AR */
p
shader_glsl_texreg2ar
,
/* WINED3DSIH_TEXREG2GB */
p
shader_glsl_texreg2gb
,
/* WINED3DSIH_TEXREG2RGB */
p
shader_glsl_texreg2rgb
,
/* WINED3DSIH_TEXM3x3PAD */
shader_glsl_texm3x3pad
,
/* WINED3DSIH_TEXM3x3SPEC */
shader_glsl_texm3x3spec
,
/* WINED3DSIH_TEXM3x3TEX */
shader_glsl_texm3x3tex
,
/* WINED3DSIH_TEXM3x3VSPEC */
shader_glsl_texm3x3vspec
,
/* WINED3DSIH_TEXREG2AR */
shader_glsl_texreg2ar
,
/* WINED3DSIH_TEXREG2GB */
shader_glsl_texreg2gb
,
/* WINED3DSIH_TEXREG2RGB */
shader_glsl_texreg2rgb
,
};
static
void
shader_glsl_handle_instruction
(
const
struct
wined3d_shader_instruction
*
ins
)
{
...
...
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