Commit 2b2c9199 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Unify pixel format correction.

parent 1c4a15d2
...@@ -414,8 +414,6 @@ static void vshader_program_add_param(SHADER_OPCODE_ARG *arg, const DWORD param, ...@@ -414,8 +414,6 @@ static void vshader_program_add_param(SHADER_OPCODE_ARG *arg, const DWORD param,
static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const char *dst_str, const char *coord_reg, BOOL projective) { static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const char *dst_str, const char *coord_reg, BOOL projective) {
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx];
WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
SHADER_BUFFER* buffer = arg->buffer; SHADER_BUFFER* buffer = arg->buffer;
DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK; DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
...@@ -448,19 +446,186 @@ static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const ch ...@@ -448,19 +446,186 @@ static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const ch
} else { } else {
shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type); shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
} }
}
static void shader_arb_color_correction(SHADER_OPCODE_ARG* arg) {
IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device;
WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
WINED3DFORMAT fmt;
WINED3DFORMAT conversion_group;
IWineD3DBaseTextureImpl *texture;
UINT i;
BOOL recorded = FALSE;
DWORD sampler_idx;
DWORD hex_version = shader->baseShader.hex_version;
char reg[256];
char writemask[6];
switch(arg->opcode->opcode) {
case WINED3DSIO_TEX:
if (hex_version < WINED3DPS_VERSION(2,0)) {
sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
} else {
sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
}
break;
/* Signedness correction */ case WINED3DSIO_TEXLDL:
if(!GL_SUPPORT(NV_TEXTURE_SHADER3) /* Provides signed formats */ && texture) { FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
WINED3DFORMAT format = texture->resource.format; return;
case WINED3DSIO_TEXDP3TEX:
case WINED3DSIO_TEXM3x3TEX:
case WINED3DSIO_TEXM3x3SPEC:
case WINED3DSIO_TEXM3x3VSPEC:
case WINED3DSIO_TEXBEM:
case WINED3DSIO_TEXREG2AR:
case WINED3DSIO_TEXREG2GB:
case WINED3DSIO_TEXREG2RGB:
sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
break;
default:
/* Not a texture sampling instruction, nothing to do */
return;
};
texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx];
if(texture) {
fmt = texture->resource.format;
conversion_group = texture->baseTexture.shader_conversion_group;
} else {
fmt = WINED3DFMT_UNKNOWN;
conversion_group = WINED3DFMT_UNKNOWN;
}
if((format == WINED3DFMT_V8U8 && !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) || /* before doing anything, record the sampler with the format in the format conversion list,
format == WINED3DFMT_Q8W8V8U8 || * but check if it's not there already
format == WINED3DFMT_V16U16) { */
shader_addline(buffer, "MAD %s, %s, coefmul.x, -one;\n", dst_str, dst_str); for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) {
} else if(format == WINED3DFMT_X8L8V8U8) { if(shader->baseShader.sampled_samplers[i] == sampler_idx) {
shader_addline(buffer, "MAD %s.rg, %s, coefmul.x, -one;\n", dst_str, dst_str); recorded = TRUE;
} }
} }
if(!recorded) {
shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx;
shader->baseShader.num_sampled_samplers++;
shader->baseShader.sampled_format[sampler_idx] = conversion_group;
}
pshader_get_register_name(arg->dst, reg);
shader_arb_get_write_mask(arg->dst, writemask);
if(strlen(writemask) == 0) strcpy(writemask, ".xyzw");
switch(fmt) {
case WINED3DFMT_V8U8:
case WINED3DFMT_V16U16:
if(GL_SUPPORT(NV_TEXTURE_SHADER) ||
(GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && fmt == WINED3DFMT_V8U8)) {
/* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-) */
if(strlen(writemask) >= 4) {
shader_addline(arg->buffer, "MOV %s.%c, one.z;\n", reg, writemask[3]);
}
} else {
/* Correct the sign, but leave the blue as it is - it was loaded correctly already
* ARB shaders are a bit picky wrt writemasks and swizzles. If we're free to scale
* all registers, do so, this saves an instruction.
*/
if(strlen(writemask) >= 5) {
shader_addline(arg->buffer, "MAD %s, %s, coefmul.x, -one;\n", reg, reg);
} else if(strlen(writemask) >= 3) {
shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
reg, writemask[1],
reg, writemask[1]);
shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
reg, writemask[2],
reg, writemask[2]);
} else if(strlen(writemask) == 2) {
shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n", reg, writemask[1],
reg, writemask[1]);
}
}
break;
case WINED3DFMT_X8L8V8U8:
if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
/* Red and blue are the signed channels, fix them up; Blue(=L) is correct already,
* and a(X) is always 1.0. Cannot do a full conversion due to L(blue)
*/
if(strlen(writemask) >= 3) {
shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
reg, writemask[1],
reg, writemask[1]);
shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
reg, writemask[2],
reg, writemask[2]);
} else if(strlen(writemask) == 2) {
shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
reg, writemask[1],
reg, writemask[1]);
}
}
break;
case WINED3DFMT_L6V5U5:
if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
if(strlen(writemask) >= 4) {
/* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
shader_addline(arg->buffer, "MOV TMP.g, %s.%c;\n",
reg, writemask[2]);
shader_addline(arg->buffer, "MAD %s.%c%c, %s.%c%c, coefmul.x, -one;\n",
reg, writemask[1], writemask[1],
reg, writemask[1], writemask[3]);
shader_addline(arg->buffer, "MOV %s.%c, TMP.g;\n", reg,
writemask[3]);
} else if(strlen(writemask) == 3) {
/* This is bad: We have VL, but we need VU */
FIXME("2 components sampled from a converted L6V5U5 texture\n");
} else {
shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
reg, writemask[1],
reg, writemask[1]);
}
}
break;
case WINED3DFMT_Q8W8V8U8:
if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
/* Correct the sign in all channels */
switch(strlen(writemask)) {
case 4:
shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
reg, writemask[3],
reg, writemask[3]);
/* drop through */
case 3:
shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
reg, writemask[2],
reg, writemask[2]);
/* drop through */
case 2:
shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
reg, writemask[1],
reg, writemask[1]);
break;
/* Should not occur, since it's at minimum '.' and a letter */
case 1:
ERR("Unexpected writemask: \"%s\"\n", writemask);
break;
case 5:
default:
shader_addline(arg->buffer, "MAD %s, %s, coefmul.x, -one;\n", reg, reg);
}
}
break;
/* stupid compiler */
default:
break;
}
} }
...@@ -1203,5 +1368,6 @@ const shader_backend_t arb_program_shader_backend = { ...@@ -1203,5 +1368,6 @@ const shader_backend_t arb_program_shader_backend = {
&shader_arb_select, &shader_arb_select,
&shader_arb_select_depth_blt, &shader_arb_select_depth_blt,
&shader_arb_load_constants, &shader_arb_load_constants,
&shader_arb_cleanup &shader_arb_cleanup,
&shader_arb_color_correction
}; };
...@@ -718,6 +718,7 @@ void shader_generate_main( ...@@ -718,6 +718,7 @@ void shader_generate_main(
CONST DWORD* pFunction) { CONST DWORD* pFunction) {
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */
const DWORD *pToken = pFunction; const DWORD *pToken = pFunction;
const SHADER_OPCODE *curOpcode = NULL; const SHADER_OPCODE *curOpcode = NULL;
SHADER_HANDLER hw_fct = NULL; SHADER_HANDLER hw_fct = NULL;
...@@ -807,6 +808,9 @@ void shader_generate_main( ...@@ -807,6 +808,9 @@ void shader_generate_main(
/* Call appropriate function for output target */ /* Call appropriate function for output target */
hw_fct(&hw_arg); hw_fct(&hw_arg);
/* Add color correction if needed */
device->shader_backend->shader_color_correction(&hw_arg);
/* Process instruction modifiers for GLSL apps ( _sat, etc. ) */ /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
if (This->baseShader.shader_mode == SHADER_GLSL) if (This->baseShader.shader_mode == SHADER_GLSL)
shader_glsl_add_instruction_modifiers(&hw_arg); shader_glsl_add_instruction_modifiers(&hw_arg);
......
...@@ -969,7 +969,7 @@ static void shader_glsl_get_sample_function(DWORD sampler_type, BOOL projected, ...@@ -969,7 +969,7 @@ static void shader_glsl_get_sample_function(DWORD sampler_type, BOOL projected,
} }
} }
static void shader_glsl_add_color_correction(SHADER_OPCODE_ARG* arg, DWORD sampler_idx) { static void shader_glsl_color_correction(SHADER_OPCODE_ARG* arg) {
IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device;
WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info; WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
...@@ -981,6 +981,37 @@ static void shader_glsl_add_color_correction(SHADER_OPCODE_ARG* arg, DWORD sampl ...@@ -981,6 +981,37 @@ static void shader_glsl_add_color_correction(SHADER_OPCODE_ARG* arg, DWORD sampl
DWORD mask, mask_size; DWORD mask, mask_size;
UINT i; UINT i;
BOOL recorded = FALSE; BOOL recorded = FALSE;
DWORD sampler_idx;
DWORD hex_version = shader->baseShader.hex_version;
switch(arg->opcode->opcode) {
case WINED3DSIO_TEX:
if (hex_version < WINED3DPS_VERSION(2,0)) {
sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
} else {
sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
}
break;
case WINED3DSIO_TEXLDL:
FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
return;
case WINED3DSIO_TEXDP3TEX:
case WINED3DSIO_TEXM3x3TEX:
case WINED3DSIO_TEXM3x3SPEC:
case WINED3DSIO_TEXM3x3VSPEC:
case WINED3DSIO_TEXBEM:
case WINED3DSIO_TEXREG2AR:
case WINED3DSIO_TEXREG2GB:
case WINED3DSIO_TEXREG2RGB:
sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
break;
default:
/* Not a texture sampling instruction, nothing to do */
return;
};
texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx]; texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx];
if(texture) { if(texture) {
...@@ -1809,8 +1840,6 @@ void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) { ...@@ -1809,8 +1840,6 @@ void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) {
sample_function.name, sampler_idx, coord_param.param_str, dst_swizzle); sample_function.name, sampler_idx, coord_param.param_str, dst_swizzle);
} }
} }
shader_glsl_add_color_correction(arg, sampler_idx);
} }
void shader_glsl_texldl(SHADER_OPCODE_ARG* arg) { void shader_glsl_texldl(SHADER_OPCODE_ARG* arg) {
...@@ -1841,8 +1870,6 @@ void shader_glsl_texldl(SHADER_OPCODE_ARG* arg) { ...@@ -1841,8 +1870,6 @@ void shader_glsl_texldl(SHADER_OPCODE_ARG* arg) {
shader_addline(arg->buffer, "%sLod(Vsampler%u, %s, %s)%s);\n", shader_addline(arg->buffer, "%sLod(Vsampler%u, %s, %s)%s);\n",
sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle); sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
} }
shader_glsl_add_color_correction(arg, sampler_idx);
} }
void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) { void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) {
...@@ -1933,8 +1960,6 @@ void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg) { ...@@ -1933,8 +1960,6 @@ void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg) {
default: default:
FIXME("Unexpected mask bitcount %d\n", count_bits(sample_function.coord_mask)); FIXME("Unexpected mask bitcount %d\n", count_bits(sample_function.coord_mask));
} }
shader_glsl_add_color_correction(arg, sampler_idx);
} }
/** Process the WINED3DSIO_TEXDP3 instruction in GLSL: /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
...@@ -2057,8 +2082,6 @@ void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) { ...@@ -2057,8 +2082,6 @@ void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) {
shader_addline(arg->buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask); shader_addline(arg->buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
current_state->current_row = 0; current_state->current_row = 0;
shader_glsl_add_color_correction(arg, reg);
} }
/** Process the WINED3DSIO_TEXM3X3 instruction in GLSL /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
...@@ -2111,8 +2134,6 @@ void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) { ...@@ -2111,8 +2134,6 @@ void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) {
shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask); shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
current_state->current_row = 0; current_state->current_row = 0;
shader_glsl_add_color_correction(arg, reg);
} }
/** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
...@@ -2147,8 +2168,6 @@ void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) { ...@@ -2147,8 +2168,6 @@ void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask); shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
current_state->current_row = 0; current_state->current_row = 0;
shader_glsl_add_color_correction(arg, reg);
} }
/** Process the WINED3DSIO_TEXBEM instruction in GLSL. /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
...@@ -2207,8 +2226,6 @@ void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) { ...@@ -2207,8 +2226,6 @@ void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) {
shader_addline(arg->buffer, "%s(Psampler%u, T%u%s + vec4(bumpenvmat * %s, 0.0, 0.0)%s )%s);\n", shader_addline(arg->buffer, "%s(Psampler%u, T%u%s + vec4(bumpenvmat * %s, 0.0, 0.0)%s )%s);\n",
sample_function.name, sampler_idx, sampler_idx, coord_mask, coord_param.param_str, coord_mask, dst_swizzle); sample_function.name, sampler_idx, sampler_idx, coord_mask, coord_param.param_str, coord_mask, dst_swizzle);
} }
shader_glsl_add_color_correction(arg, sampler_idx);
} }
void pshader_glsl_bem(SHADER_OPCODE_ARG* arg) { void pshader_glsl_bem(SHADER_OPCODE_ARG* arg) {
...@@ -2235,8 +2252,6 @@ void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg) { ...@@ -2235,8 +2252,6 @@ void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg) {
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
shader_addline(arg->buffer, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx, src0_param.reg_name, dst_mask); shader_addline(arg->buffer, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
shader_glsl_add_color_correction(arg, sampler_idx);
} }
/** Process the WINED3DSIO_TEXREG2GB instruction in GLSL /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
...@@ -2251,8 +2266,6 @@ void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg) { ...@@ -2251,8 +2266,6 @@ void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg) {
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
shader_addline(arg->buffer, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx, src0_param.reg_name, dst_mask); shader_addline(arg->buffer, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
shader_glsl_add_color_correction(arg, sampler_idx);
} }
/** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
...@@ -2270,8 +2283,6 @@ void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg) { ...@@ -2270,8 +2283,6 @@ void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg) {
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &src0_param); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &src0_param);
shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n", sample_function.name, sampler_idx, src0_param.param_str, dst_mask); shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n", sample_function.name, sampler_idx, src0_param.param_str, dst_mask);
shader_glsl_add_color_correction(arg, sampler_idx);
} }
/** Process the WINED3DSIO_TEXKILL instruction in GLSL. /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
...@@ -2632,5 +2643,6 @@ const shader_backend_t glsl_shader_backend = { ...@@ -2632,5 +2643,6 @@ const shader_backend_t glsl_shader_backend = {
&shader_glsl_select, &shader_glsl_select,
&shader_glsl_select_depth_blt, &shader_glsl_select_depth_blt,
&shader_glsl_load_constants, &shader_glsl_load_constants,
&shader_glsl_cleanup &shader_glsl_cleanup,
&shader_glsl_color_correction
}; };
...@@ -203,12 +203,14 @@ typedef struct wined3d_settings_s { ...@@ -203,12 +203,14 @@ typedef struct wined3d_settings_s {
extern wined3d_settings_t wined3d_settings; extern wined3d_settings_t wined3d_settings;
/* Shader backends */ /* Shader backends */
struct SHADER_OPCODE_ARG;
typedef struct { typedef struct {
void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS); void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
void (*shader_select_depth_blt)(IWineD3DDevice *iface); void (*shader_select_depth_blt)(IWineD3DDevice *iface);
void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS); void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
void (*shader_cleanup)(IWineD3DDevice *iface); void (*shader_cleanup)(IWineD3DDevice *iface);
void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
} shader_backend_t; } shader_backend_t;
extern const shader_backend_t glsl_shader_backend; extern const shader_backend_t glsl_shader_backend;
...@@ -1605,7 +1607,6 @@ unsigned int count_bits(unsigned int mask); ...@@ -1605,7 +1607,6 @@ unsigned int count_bits(unsigned int mask);
/*** class static members ***/ /*** class static members ***/
void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface); void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
struct SHADER_OPCODE_ARG;
typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*); typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
/* Struct to maintain a list of GLSL shader programs and their associated pixel and /* Struct to maintain a list of GLSL shader programs and their associated pixel and
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