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wine
wine-winehq
Commits
42e31a42
Commit
42e31a42
authored
Mar 25, 2009
by
Henri Verbeet
Committed by
Alexandre Julliard
Mar 25, 2009
Browse files
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Browse Files
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Plain Diff
wined3d: Fix a few sign compare warnings.
parent
59c59628
Show whitespace changes
Inline
Side-by-side
Showing
10 changed files
with
54 additions
and
56 deletions
+54
-56
context.c
dlls/wined3d/context.c
+2
-2
device.c
dlls/wined3d/device.c
+18
-22
glsl_shader.c
dlls/wined3d/glsl_shader.c
+24
-22
pixelshader.c
dlls/wined3d/pixelshader.c
+1
-1
state.c
dlls/wined3d/state.c
+3
-3
texture.c
dlls/wined3d/texture.c
+1
-1
vertexdeclaration.c
dlls/wined3d/vertexdeclaration.c
+1
-1
vertexshader.c
dlls/wined3d/vertexshader.c
+1
-1
volumetexture.c
dlls/wined3d/volumetexture.c
+2
-2
wined3d_private.h
dlls/wined3d/wined3d_private.h
+1
-1
No files found.
dlls/wined3d/context.c
View file @
42e31a42
...
@@ -55,7 +55,7 @@ void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo)
...
@@ -55,7 +55,7 @@ void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo)
static
void
context_destroy_fbo
(
IWineD3DDeviceImpl
*
This
,
const
GLuint
*
fbo
)
static
void
context_destroy_fbo
(
IWineD3DDeviceImpl
*
This
,
const
GLuint
*
fbo
)
{
{
int
i
=
0
;
unsigned
int
i
;
GL_EXTCALL
(
glBindFramebufferEXT
(
GL_FRAMEBUFFER_EXT
,
*
fbo
));
GL_EXTCALL
(
glBindFramebufferEXT
(
GL_FRAMEBUFFER_EXT
,
*
fbo
));
checkGLcall
(
"glBindFramebuffer()"
);
checkGLcall
(
"glBindFramebuffer()"
);
...
@@ -641,7 +641,7 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
...
@@ -641,7 +641,7 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
HPBUFFERARB
pbuffer
=
NULL
;
HPBUFFERARB
pbuffer
=
NULL
;
HGLRC
ctx
=
NULL
,
oldCtx
;
HGLRC
ctx
=
NULL
,
oldCtx
;
WineD3DContext
*
ret
=
NULL
;
WineD3DContext
*
ret
=
NULL
;
int
s
;
unsigned
int
s
;
TRACE
(
"(%p): Creating a %s context for render target %p
\n
"
,
This
,
create_pbuffer
?
"offscreen"
:
"onscreen"
,
target
);
TRACE
(
"(%p): Creating a %s context for render target %p
\n
"
,
This
,
create_pbuffer
?
"offscreen"
:
"onscreen"
,
target
);
...
...
dlls/wined3d/device.c
View file @
42e31a42
...
@@ -437,7 +437,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
...
@@ -437,7 +437,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
IWineD3DStateBlockImpl
*
object
;
IWineD3DStateBlockImpl
*
object
;
int
i
,
j
;
unsigned
int
i
,
j
;
HRESULT
temp_result
;
HRESULT
temp_result
;
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
...
@@ -3756,13 +3756,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(
...
@@ -3756,13 +3756,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(
UINT
count
)
{
UINT
count
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
int
i
,
cnt
=
min
(
count
,
MAX_CONST_B
-
start
);
unsigned
int
i
,
cnt
=
min
(
count
,
MAX_CONST_B
-
start
);
TRACE
(
"(iface %p, srcData %p, start %d, count %d)
\n
"
,
TRACE
(
"(iface %p, srcData %p, start %d, count %d)
\n
"
,
iface
,
srcData
,
start
,
count
);
iface
,
srcData
,
start
,
count
);
if
(
srcData
==
NULL
||
cnt
<
0
)
if
(
!
srcData
||
start
>=
MAX_CONST_B
)
return
WINED3DERR_INVALIDCALL
;
return
WINED3DERR_INVALIDCALL
;
memcpy
(
&
This
->
updateStateBlock
->
vertexShaderConstantB
[
start
],
srcData
,
cnt
*
sizeof
(
BOOL
));
memcpy
(
&
This
->
updateStateBlock
->
vertexShaderConstantB
[
start
],
srcData
,
cnt
*
sizeof
(
BOOL
));
for
(
i
=
0
;
i
<
cnt
;
i
++
)
for
(
i
=
0
;
i
<
cnt
;
i
++
)
...
@@ -3803,13 +3802,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(
...
@@ -3803,13 +3802,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(
UINT
count
)
{
UINT
count
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
int
i
,
cnt
=
min
(
count
,
MAX_CONST_I
-
start
);
unsigned
int
i
,
cnt
=
min
(
count
,
MAX_CONST_I
-
start
);
TRACE
(
"(iface %p, srcData %p, start %d, count %d)
\n
"
,
TRACE
(
"(iface %p, srcData %p, start %d, count %d)
\n
"
,
iface
,
srcData
,
start
,
count
);
iface
,
srcData
,
start
,
count
);
if
(
srcData
==
NULL
||
cnt
<
0
)
if
(
!
srcData
||
start
>=
MAX_CONST_I
)
return
WINED3DERR_INVALIDCALL
;
return
WINED3DERR_INVALIDCALL
;
memcpy
(
&
This
->
updateStateBlock
->
vertexShaderConstantI
[
start
*
4
],
srcData
,
cnt
*
sizeof
(
int
)
*
4
);
memcpy
(
&
This
->
updateStateBlock
->
vertexShaderConstantI
[
start
*
4
],
srcData
,
cnt
*
sizeof
(
int
)
*
4
);
for
(
i
=
0
;
i
<
cnt
;
i
++
)
for
(
i
=
0
;
i
<
cnt
;
i
++
)
...
@@ -3956,7 +3954,7 @@ static void device_update_fixed_function_usage_map(IWineD3DDeviceImpl *This) {
...
@@ -3956,7 +3954,7 @@ static void device_update_fixed_function_usage_map(IWineD3DDeviceImpl *This) {
}
}
static
void
device_map_fixed_function_samplers
(
IWineD3DDeviceImpl
*
This
)
{
static
void
device_map_fixed_function_samplers
(
IWineD3DDeviceImpl
*
This
)
{
int
i
,
tex
;
unsigned
int
i
,
tex
;
WORD
ffu_map
;
WORD
ffu_map
;
device_update_fixed_function_usage_map
(
This
);
device_update_fixed_function_usage_map
(
This
);
...
@@ -3996,7 +3994,7 @@ static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This) {
...
@@ -3996,7 +3994,7 @@ static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This) {
static
void
device_map_psamplers
(
IWineD3DDeviceImpl
*
This
)
{
static
void
device_map_psamplers
(
IWineD3DDeviceImpl
*
This
)
{
const
DWORD
*
sampler_tokens
=
const
DWORD
*
sampler_tokens
=
((
IWineD3DPixelShaderImpl
*
)
This
->
stateBlock
->
pixelShader
)
->
baseShader
.
reg_maps
.
samplers
;
((
IWineD3DPixelShaderImpl
*
)
This
->
stateBlock
->
pixelShader
)
->
baseShader
.
reg_maps
.
samplers
;
int
i
;
unsigned
int
i
;
for
(
i
=
0
;
i
<
MAX_FRAGMENT_SAMPLERS
;
++
i
)
{
for
(
i
=
0
;
i
<
MAX_FRAGMENT_SAMPLERS
;
++
i
)
{
if
(
sampler_tokens
[
i
]
&&
This
->
texUnitMap
[
i
]
!=
i
)
{
if
(
sampler_tokens
[
i
]
&&
This
->
texUnitMap
[
i
]
!=
i
)
{
...
@@ -4150,13 +4148,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(
...
@@ -4150,13 +4148,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(
UINT
count
)
{
UINT
count
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
int
i
,
cnt
=
min
(
count
,
MAX_CONST_B
-
start
);
unsigned
int
i
,
cnt
=
min
(
count
,
MAX_CONST_B
-
start
);
TRACE
(
"(iface %p, srcData %p, start %
d, count %d
)
\n
"
,
TRACE
(
"(iface %p, srcData %p, start %
u, count %u
)
\n
"
,
iface
,
srcData
,
start
,
count
);
iface
,
srcData
,
start
,
count
);
if
(
srcData
==
NULL
||
cnt
<
0
)
if
(
!
srcData
||
start
>=
MAX_CONST_B
)
return
WINED3DERR_INVALIDCALL
;
return
WINED3DERR_INVALIDCALL
;
memcpy
(
&
This
->
updateStateBlock
->
pixelShaderConstantB
[
start
],
srcData
,
cnt
*
sizeof
(
BOOL
));
memcpy
(
&
This
->
updateStateBlock
->
pixelShaderConstantB
[
start
],
srcData
,
cnt
*
sizeof
(
BOOL
));
for
(
i
=
0
;
i
<
cnt
;
i
++
)
for
(
i
=
0
;
i
<
cnt
;
i
++
)
...
@@ -4197,13 +4194,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(
...
@@ -4197,13 +4194,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(
UINT
count
)
{
UINT
count
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
int
i
,
cnt
=
min
(
count
,
MAX_CONST_I
-
start
);
unsigned
int
i
,
cnt
=
min
(
count
,
MAX_CONST_I
-
start
);
TRACE
(
"(iface %p, srcData %p, start %
d, count %d
)
\n
"
,
TRACE
(
"(iface %p, srcData %p, start %
u, count %u
)
\n
"
,
iface
,
srcData
,
start
,
count
);
iface
,
srcData
,
start
,
count
);
if
(
srcData
==
NULL
||
cnt
<
0
)
if
(
!
srcData
||
start
>=
MAX_CONST_I
)
return
WINED3DERR_INVALIDCALL
;
return
WINED3DERR_INVALIDCALL
;
memcpy
(
&
This
->
updateStateBlock
->
pixelShaderConstantI
[
start
*
4
],
srcData
,
cnt
*
sizeof
(
int
)
*
4
);
memcpy
(
&
This
->
updateStateBlock
->
pixelShaderConstantI
[
start
*
4
],
srcData
,
cnt
*
sizeof
(
int
)
*
4
);
for
(
i
=
0
;
i
<
cnt
;
i
++
)
for
(
i
=
0
;
i
<
cnt
;
i
++
)
...
@@ -4758,7 +4754,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *if
...
@@ -4758,7 +4754,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *if
}
}
if
(
Type
==
WINED3DTSS_COLOROP
)
{
if
(
Type
==
WINED3DTSS_COLOROP
)
{
int
i
;
unsigned
int
i
;
if
(
Value
==
WINED3DTOP_DISABLE
&&
oldValue
!=
WINED3DTOP_DISABLE
)
{
if
(
Value
==
WINED3DTOP_DISABLE
&&
oldValue
!=
WINED3DTOP_DISABLE
)
{
/* Previously enabled stage disabled now. Make sure to dirtify all enabled stages above Stage,
/* Previously enabled stage disabled now. Make sure to dirtify all enabled stages above Stage,
...
@@ -4767,11 +4763,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *if
...
@@ -4767,11 +4763,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *if
* The current stage is dirtified below.
* The current stage is dirtified below.
*/
*/
for
(
i
=
Stage
+
1
;
i
<
This
->
stateBlock
->
lowest_disabled_stage
;
i
++
)
{
for
(
i
=
Stage
+
1
;
i
<
This
->
stateBlock
->
lowest_disabled_stage
;
i
++
)
{
TRACE
(
"Additionally dirtifying stage %
d
\n
"
,
i
);
TRACE
(
"Additionally dirtifying stage %
u
\n
"
,
i
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_TEXTURESTAGE
(
i
,
WINED3DTSS_COLOROP
));
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_TEXTURESTAGE
(
i
,
WINED3DTSS_COLOROP
));
}
}
This
->
stateBlock
->
lowest_disabled_stage
=
Stage
;
This
->
stateBlock
->
lowest_disabled_stage
=
Stage
;
TRACE
(
"New lowest disabled: %
d
\n
"
,
Stage
);
TRACE
(
"New lowest disabled: %
u
\n
"
,
Stage
);
}
else
if
(
Value
!=
WINED3DTOP_DISABLE
&&
oldValue
==
WINED3DTOP_DISABLE
)
{
}
else
if
(
Value
!=
WINED3DTOP_DISABLE
&&
oldValue
==
WINED3DTOP_DISABLE
)
{
/* Previously disabled stage enabled. Stages above it may need enabling
/* Previously disabled stage enabled. Stages above it may need enabling
* stage must be lowest_disabled_stage here, if it's bigger success is returned above,
* stage must be lowest_disabled_stage here, if it's bigger success is returned above,
...
@@ -4784,11 +4780,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *if
...
@@ -4784,11 +4780,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *if
if
(
This
->
updateStateBlock
->
textureState
[
i
][
WINED3DTSS_COLOROP
]
==
WINED3DTOP_DISABLE
)
{
if
(
This
->
updateStateBlock
->
textureState
[
i
][
WINED3DTSS_COLOROP
]
==
WINED3DTOP_DISABLE
)
{
break
;
break
;
}
}
TRACE
(
"Additionally dirtifying stage %
d
due to enable
\n
"
,
i
);
TRACE
(
"Additionally dirtifying stage %
u
due to enable
\n
"
,
i
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_TEXTURESTAGE
(
i
,
WINED3DTSS_COLOROP
));
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_TEXTURESTAGE
(
i
,
WINED3DTSS_COLOROP
));
}
}
This
->
stateBlock
->
lowest_disabled_stage
=
i
;
This
->
stateBlock
->
lowest_disabled_stage
=
i
;
TRACE
(
"New lowest disabled: %
d
\n
"
,
i
);
TRACE
(
"New lowest disabled: %
u
\n
"
,
i
);
}
}
}
}
...
...
dlls/wined3d/glsl_shader.c
View file @
42e31a42
...
@@ -95,15 +95,15 @@ struct glsl_shader_prog_link {
...
@@ -95,15 +95,15 @@ struct glsl_shader_prog_link {
struct
list
vshader_entry
;
struct
list
vshader_entry
;
struct
list
pshader_entry
;
struct
list
pshader_entry
;
GLhandleARB
programId
;
GLhandleARB
programId
;
GL
handleARB
*
vuniformF_locations
;
GL
int
*
vuniformF_locations
;
GL
handleARB
*
puniformF_locations
;
GL
int
*
puniformF_locations
;
GL
handleARB
vuniformI_locations
[
MAX_CONST_I
];
GL
int
vuniformI_locations
[
MAX_CONST_I
];
GL
handleARB
puniformI_locations
[
MAX_CONST_I
];
GL
int
puniformI_locations
[
MAX_CONST_I
];
GL
handleARB
posFixup_location
;
GL
int
posFixup_location
;
GL
handleARB
bumpenvmat_location
[
MAX_TEXTURES
];
GL
int
bumpenvmat_location
[
MAX_TEXTURES
];
GL
handleARB
luminancescale_location
[
MAX_TEXTURES
];
GL
int
luminancescale_location
[
MAX_TEXTURES
];
GL
handleARB
luminanceoffset_location
[
MAX_TEXTURES
];
GL
int
luminanceoffset_location
[
MAX_TEXTURES
];
GL
handleARB
ycorrection_location
;
GL
int
ycorrection_location
;
GLenum
vertex_color_clamp
;
GLenum
vertex_color_clamp
;
IWineD3DVertexShader
*
vshader
;
IWineD3DVertexShader
*
vshader
;
IWineD3DPixelShader
*
pshader
;
IWineD3DPixelShader
*
pshader
;
...
@@ -180,7 +180,7 @@ static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
...
@@ -180,7 +180,7 @@ static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
*/
*/
static
void
shader_glsl_load_psamplers
(
const
WineD3D_GL_Info
*
gl_info
,
DWORD
*
tex_unit_map
,
GLhandleARB
programId
)
static
void
shader_glsl_load_psamplers
(
const
WineD3D_GL_Info
*
gl_info
,
DWORD
*
tex_unit_map
,
GLhandleARB
programId
)
{
{
GL
handleARB
name_loc
;
GL
int
name_loc
;
int
i
;
int
i
;
char
sampler_name
[
20
];
char
sampler_name
[
20
];
...
@@ -203,7 +203,7 @@ static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, DWORD *te
...
@@ -203,7 +203,7 @@ static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, DWORD *te
static
void
shader_glsl_load_vsamplers
(
const
WineD3D_GL_Info
*
gl_info
,
DWORD
*
tex_unit_map
,
GLhandleARB
programId
)
static
void
shader_glsl_load_vsamplers
(
const
WineD3D_GL_Info
*
gl_info
,
DWORD
*
tex_unit_map
,
GLhandleARB
programId
)
{
{
GL
handleARB
name_loc
;
GL
int
name_loc
;
char
sampler_name
[
20
];
char
sampler_name
[
20
];
int
i
;
int
i
;
...
@@ -225,7 +225,7 @@ static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, DWORD *te
...
@@ -225,7 +225,7 @@ static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, DWORD *te
}
}
static
inline
void
walk_constant_heap
(
const
WineD3D_GL_Info
*
gl_info
,
const
float
*
constants
,
static
inline
void
walk_constant_heap
(
const
WineD3D_GL_Info
*
gl_info
,
const
float
*
constants
,
const
GL
handleARB
*
constant_locations
,
const
struct
constant_heap
*
heap
,
unsigned
char
*
stack
,
DWORD
version
)
const
GL
int
*
constant_locations
,
const
struct
constant_heap
*
heap
,
unsigned
char
*
stack
,
DWORD
version
)
{
{
int
stack_idx
=
0
;
int
stack_idx
=
0
;
unsigned
int
heap_idx
=
1
;
unsigned
int
heap_idx
=
1
;
...
@@ -300,7 +300,7 @@ static inline void apply_clamped_constant(const WineD3D_GL_Info *gl_info, GLint
...
@@ -300,7 +300,7 @@ static inline void apply_clamped_constant(const WineD3D_GL_Info *gl_info, GLint
}
}
static
inline
void
walk_constant_heap_clamped
(
const
WineD3D_GL_Info
*
gl_info
,
const
float
*
constants
,
static
inline
void
walk_constant_heap_clamped
(
const
WineD3D_GL_Info
*
gl_info
,
const
float
*
constants
,
const
GL
handleARB
*
constant_locations
,
const
struct
constant_heap
*
heap
,
unsigned
char
*
stack
,
DWORD
version
)
const
GL
int
*
constant_locations
,
const
struct
constant_heap
*
heap
,
unsigned
char
*
stack
,
DWORD
version
)
{
{
int
stack_idx
=
0
;
int
stack_idx
=
0
;
unsigned
int
heap_idx
=
1
;
unsigned
int
heap_idx
=
1
;
...
@@ -360,7 +360,7 @@ static inline void walk_constant_heap_clamped(const WineD3D_GL_Info *gl_info, co
...
@@ -360,7 +360,7 @@ static inline void walk_constant_heap_clamped(const WineD3D_GL_Info *gl_info, co
/* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
/* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
static
void
shader_glsl_load_constantsF
(
IWineD3DBaseShaderImpl
*
This
,
const
WineD3D_GL_Info
*
gl_info
,
static
void
shader_glsl_load_constantsF
(
IWineD3DBaseShaderImpl
*
This
,
const
WineD3D_GL_Info
*
gl_info
,
const
float
*
constants
,
const
GL
handleARB
*
constant_locations
,
const
struct
constant_heap
*
heap
,
const
float
*
constants
,
const
GL
int
*
constant_locations
,
const
struct
constant_heap
*
heap
,
unsigned
char
*
stack
,
UINT
version
)
unsigned
char
*
stack
,
UINT
version
)
{
{
const
local_constant
*
lconst
;
const
local_constant
*
lconst
;
...
@@ -381,7 +381,7 @@ static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const Wine
...
@@ -381,7 +381,7 @@ static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const Wine
/* Immediate constants are clamped to [-1;1] at shader creation time if needed */
/* Immediate constants are clamped to [-1;1] at shader creation time if needed */
LIST_FOR_EACH_ENTRY
(
lconst
,
&
This
->
baseShader
.
constantsF
,
local_constant
,
entry
)
LIST_FOR_EACH_ENTRY
(
lconst
,
&
This
->
baseShader
.
constantsF
,
local_constant
,
entry
)
{
{
GL
handleARB
location
=
constant_locations
[
lconst
->
idx
];
GL
int
location
=
constant_locations
[
lconst
->
idx
];
/* We found this uniform name in the program - go ahead and send the data */
/* We found this uniform name in the program - go ahead and send the data */
if
(
location
!=
-
1
)
GL_EXTCALL
(
glUniform4fvARB
(
location
,
1
,
(
const
GLfloat
*
)
lconst
->
value
));
if
(
location
!=
-
1
)
GL_EXTCALL
(
glUniform4fvARB
(
location
,
1
,
(
const
GLfloat
*
)
lconst
->
value
));
}
}
...
@@ -390,7 +390,7 @@ static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const Wine
...
@@ -390,7 +390,7 @@ static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const Wine
/* Loads integer constants (aka uniforms) into the currently set GLSL program. */
/* Loads integer constants (aka uniforms) into the currently set GLSL program. */
static
void
shader_glsl_load_constantsI
(
IWineD3DBaseShaderImpl
*
This
,
const
WineD3D_GL_Info
*
gl_info
,
static
void
shader_glsl_load_constantsI
(
IWineD3DBaseShaderImpl
*
This
,
const
WineD3D_GL_Info
*
gl_info
,
const
GL
handleARB
locations
[
MAX_CONST_I
],
const
int
*
constants
,
WORD
constants_set
)
const
GL
int
locations
[
MAX_CONST_I
],
const
int
*
constants
,
WORD
constants_set
)
{
{
unsigned
int
i
;
unsigned
int
i
;
struct
list
*
ptr
;
struct
list
*
ptr
;
...
@@ -428,7 +428,7 @@ static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const Wine
...
@@ -428,7 +428,7 @@ static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const Wine
static
void
shader_glsl_load_constantsB
(
IWineD3DBaseShaderImpl
*
This
,
const
WineD3D_GL_Info
*
gl_info
,
static
void
shader_glsl_load_constantsB
(
IWineD3DBaseShaderImpl
*
This
,
const
WineD3D_GL_Info
*
gl_info
,
GLhandleARB
programId
,
const
BOOL
*
constants
,
WORD
constants_set
)
GLhandleARB
programId
,
const
BOOL
*
constants
,
WORD
constants_set
)
{
{
GL
handleARB
tmp_loc
;
GL
int
tmp_loc
;
unsigned
int
i
;
unsigned
int
i
;
char
tmp_name
[
8
];
char
tmp_name
[
8
];
char
is_pshader
=
shader_is_pshader_version
(
This
->
baseShader
.
reg_maps
.
shader_version
);
char
is_pshader
=
shader_is_pshader_version
(
This
->
baseShader
.
reg_maps
.
shader_version
);
...
@@ -3032,7 +3032,9 @@ static void handle_ps3_input(SHADER_BUFFER *buffer, const struct semantic *seman
...
@@ -3032,7 +3032,9 @@ static void handle_ps3_input(SHADER_BUFFER *buffer, const struct semantic *seman
if
(
in_idx
>=
(
in_count
+
2
))
{
if
(
in_idx
>=
(
in_count
+
2
))
{
FIXME
(
"More input varyings declared than supported, expect issues
\n
"
);
FIXME
(
"More input varyings declared than supported, expect issues
\n
"
);
continue
;
continue
;
}
else
if
(
map
[
i
]
==
-
1
)
{
}
else
if
(
map
[
i
]
==
~
0U
)
{
/* Declared, but not read register */
/* Declared, but not read register */
continue
;
continue
;
}
}
...
@@ -3310,7 +3312,7 @@ static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD
...
@@ -3310,7 +3312,7 @@ static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD
GLhandleARB
programId
,
char
prefix
)
GLhandleARB
programId
,
char
prefix
)
{
{
const
local_constant
*
lconst
;
const
local_constant
*
lconst
;
GL
u
int
tmp_loc
;
GLint
tmp_loc
;
const
float
*
value
;
const
float
*
value
;
char
glsl_name
[
8
];
char
glsl_name
[
8
];
...
@@ -3340,7 +3342,7 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
...
@@ -3340,7 +3342,7 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
struct
glsl_shader_prog_link
*
entry
=
NULL
;
struct
glsl_shader_prog_link
*
entry
=
NULL
;
GLhandleARB
programId
=
0
;
GLhandleARB
programId
=
0
;
GLhandleARB
reorder_shader_id
=
0
;
GLhandleARB
reorder_shader_id
=
0
;
int
i
;
unsigned
int
i
;
char
glsl_name
[
8
];
char
glsl_name
[
8
];
GLhandleARB
vshader_id
,
pshader_id
;
GLhandleARB
vshader_id
,
pshader_id
;
struct
ps_compile_args
ps_compile_args
;
struct
ps_compile_args
ps_compile_args
;
...
@@ -3390,7 +3392,7 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
...
@@ -3390,7 +3392,7 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
/* Attach GLSL vshader */
/* Attach GLSL vshader */
if
(
vshader_id
)
{
if
(
vshader_id
)
{
int
max_attribs
=
16
;
/* TODO: Will this always be the case? It is at the moment... */
const
unsigned
int
max_attribs
=
16
;
/* TODO: Will this always be the case? It is at the moment... */
char
tmp_name
[
10
];
char
tmp_name
[
10
];
reorder_shader_id
=
generate_param_reorder_function
(
vshader
,
pshader
,
gl_info
);
reorder_shader_id
=
generate_param_reorder_function
(
vshader
,
pshader
,
gl_info
);
...
@@ -3635,7 +3637,7 @@ static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types t
...
@@ -3635,7 +3637,7 @@ static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types t
GLhandleARB
*
blt_program
=
&
priv
->
depth_blt_program
[
tex_type
];
GLhandleARB
*
blt_program
=
&
priv
->
depth_blt_program
[
tex_type
];
if
(
!*
blt_program
)
{
if
(
!*
blt_program
)
{
GL
handleARB
loc
;
GL
int
loc
;
*
blt_program
=
create_glsl_blt_shader
(
gl_info
,
tex_type
);
*
blt_program
=
create_glsl_blt_shader
(
gl_info
,
tex_type
);
loc
=
GL_EXTCALL
(
glGetUniformLocationARB
(
*
blt_program
,
"sampler"
));
loc
=
GL_EXTCALL
(
glGetUniformLocationARB
(
*
blt_program
,
"sampler"
));
GL_EXTCALL
(
glUseProgramObjectARB
(
*
blt_program
));
GL_EXTCALL
(
glUseProgramObjectARB
(
*
blt_program
));
...
...
dlls/wined3d/pixelshader.c
View file @
42e31a42
...
@@ -354,7 +354,7 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *i
...
@@ -354,7 +354,7 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *i
for
(
i
=
0
;
i
<
MAX_REG_INPUT
;
++
i
)
for
(
i
=
0
;
i
<
MAX_REG_INPUT
;
++
i
)
{
{
if
(
This
->
input_reg_used
[
i
])
This
->
input_reg_map
[
i
]
=
This
->
declared_in_count
++
;
if
(
This
->
input_reg_used
[
i
])
This
->
input_reg_map
[
i
]
=
This
->
declared_in_count
++
;
else
This
->
input_reg_map
[
i
]
=
-
1
;
else
This
->
input_reg_map
[
i
]
=
~
0U
;
}
}
}
}
...
...
dlls/wined3d/state.c
View file @
42e31a42
...
@@ -3034,7 +3034,7 @@ static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, W
...
@@ -3034,7 +3034,7 @@ static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, W
}
}
static
void
unloadTexCoords
(
IWineD3DStateBlockImpl
*
stateblock
)
{
static
void
unloadTexCoords
(
IWineD3DStateBlockImpl
*
stateblock
)
{
int
texture_idx
;
unsigned
int
texture_idx
;
for
(
texture_idx
=
0
;
texture_idx
<
GL_LIMITS
(
texture_stages
);
++
texture_idx
)
{
for
(
texture_idx
=
0
;
texture_idx
<
GL_LIMITS
(
texture_stages
);
++
texture_idx
)
{
GL_EXTCALL
(
glClientActiveTextureARB
(
GL_TEXTURE0_ARB
+
texture_idx
));
GL_EXTCALL
(
glClientActiveTextureARB
(
GL_TEXTURE0_ARB
+
texture_idx
));
...
@@ -3579,7 +3579,7 @@ static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, W
...
@@ -3579,7 +3579,7 @@ static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, W
GL_EXTCALL
(
glVertexBlendARB
(
stateblock
->
renderState
[
WINED3DRS_VERTEXBLEND
]
+
1
));
GL_EXTCALL
(
glVertexBlendARB
(
stateblock
->
renderState
[
WINED3DRS_VERTEXBLEND
]
+
1
));
if
(
!
stateblock
->
wineD3DDevice
->
vertexBlendUsed
)
{
if
(
!
stateblock
->
wineD3DDevice
->
vertexBlendUsed
)
{
int
i
;
unsigned
int
i
;
for
(
i
=
1
;
i
<
GL_LIMITS
(
blends
);
i
++
)
{
for
(
i
=
1
;
i
<
GL_LIMITS
(
blends
);
i
++
)
{
if
(
!
isStateDirty
(
context
,
STATE_TRANSFORM
(
WINED3DTS_WORLDMATRIX
(
i
))))
{
if
(
!
isStateDirty
(
context
,
STATE_TRANSFORM
(
WINED3DTS_WORLDMATRIX
(
i
))))
{
transform_worldex
(
STATE_TRANSFORM
(
WINED3DTS_WORLDMATRIX
(
i
)),
stateblock
,
context
);
transform_worldex
(
STATE_TRANSFORM
(
WINED3DTS_WORLDMATRIX
(
i
)),
stateblock
,
context
);
...
@@ -4434,7 +4434,7 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, W
...
@@ -4434,7 +4434,7 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, W
}
}
}
else
{
}
else
{
if
(
!
context
->
last_was_vshader
)
{
if
(
!
context
->
last_was_vshader
)
{
int
i
;
unsigned
int
i
;
static
BOOL
warned
=
FALSE
;
static
BOOL
warned
=
FALSE
;
/* Disable all clip planes to get defined results on all drivers. See comment in the
/* Disable all clip planes to get defined results on all drivers. See comment in the
* state_clipping state handler
* state_clipping state handler
...
...
dlls/wined3d/texture.c
View file @
42e31a42
...
@@ -283,7 +283,7 @@ static void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
...
@@ -283,7 +283,7 @@ static void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
******************************************* */
******************************************* */
static
void
WINAPI
IWineD3DTextureImpl_Destroy
(
IWineD3DTexture
*
iface
,
D3DCB_DESTROYSURFACEFN
D3DCB_DestroySurface
)
{
static
void
WINAPI
IWineD3DTextureImpl_Destroy
(
IWineD3DTexture
*
iface
,
D3DCB_DESTROYSURFACEFN
D3DCB_DestroySurface
)
{
IWineD3DTextureImpl
*
This
=
(
IWineD3DTextureImpl
*
)
iface
;
IWineD3DTextureImpl
*
This
=
(
IWineD3DTextureImpl
*
)
iface
;
int
i
;
unsigned
int
i
;
TRACE
(
"(%p) : Cleaning up
\n
"
,
This
);
TRACE
(
"(%p) : Cleaning up
\n
"
,
This
);
for
(
i
=
0
;
i
<
This
->
baseTexture
.
levels
;
i
++
)
{
for
(
i
=
0
;
i
<
This
->
baseTexture
.
levels
;
i
++
)
{
...
...
dlls/wined3d/vertexdeclaration.c
View file @
42e31a42
...
@@ -211,7 +211,7 @@ static HRESULT WINAPI IWineD3DVertexDeclarationImpl_SetDeclaration(IWineD3DVerte
...
@@ -211,7 +211,7 @@ static HRESULT WINAPI IWineD3DVertexDeclarationImpl_SetDeclaration(IWineD3DVerte
const
WINED3DVERTEXELEMENT
*
elements
,
UINT
element_count
)
{
const
WINED3DVERTEXELEMENT
*
elements
,
UINT
element_count
)
{
IWineD3DVertexDeclarationImpl
*
This
=
(
IWineD3DVertexDeclarationImpl
*
)
iface
;
IWineD3DVertexDeclarationImpl
*
This
=
(
IWineD3DVertexDeclarationImpl
*
)
iface
;
HRESULT
hr
=
WINED3D_OK
;
HRESULT
hr
=
WINED3D_OK
;
int
i
;
unsigned
int
i
;
char
isPreLoaded
[
MAX_STREAMS
];
char
isPreLoaded
[
MAX_STREAMS
];
TRACE
(
"(%p) : d3d version %d
\n
"
,
This
,
((
IWineD3DImpl
*
)
This
->
wineD3DDevice
->
wineD3D
)
->
dxVersion
);
TRACE
(
"(%p) : d3d version %d
\n
"
,
This
,
((
IWineD3DImpl
*
)
This
->
wineD3DDevice
->
wineD3D
)
->
dxVersion
);
...
...
dlls/wined3d/vertexshader.c
View file @
42e31a42
...
@@ -368,7 +368,7 @@ static void WINAPI IWineD3DVertexShaderImpl_FakeSemantics(IWineD3DVertexShader *
...
@@ -368,7 +368,7 @@ static void WINAPI IWineD3DVertexShaderImpl_FakeSemantics(IWineD3DVertexShader *
IWineD3DVertexShaderImpl
*
This
=
(
IWineD3DVertexShaderImpl
*
)
iface
;
IWineD3DVertexShaderImpl
*
This
=
(
IWineD3DVertexShaderImpl
*
)
iface
;
IWineD3DVertexDeclarationImpl
*
vdecl
=
(
IWineD3DVertexDeclarationImpl
*
)
vertex_declaration
;
IWineD3DVertexDeclarationImpl
*
vdecl
=
(
IWineD3DVertexDeclarationImpl
*
)
vertex_declaration
;
int
i
;
unsigned
int
i
;
for
(
i
=
0
;
i
<
vdecl
->
declarationWNumElements
-
1
;
++
i
)
{
for
(
i
=
0
;
i
<
vdecl
->
declarationWNumElements
-
1
;
++
i
)
{
const
WINED3DVERTEXELEMENT
*
element
=
vdecl
->
pDeclarationWine
+
i
;
const
WINED3DVERTEXELEMENT
*
element
=
vdecl
->
pDeclarationWine
+
i
;
vshader_set_input
(
This
,
element
->
Reg
,
element
->
Usage
,
element
->
UsageIndex
);
vshader_set_input
(
This
,
element
->
Reg
,
element
->
Usage
,
element
->
UsageIndex
);
...
...
dlls/wined3d/volumetexture.c
View file @
42e31a42
...
@@ -92,7 +92,7 @@ static DWORD WINAPI IWineD3DVolumeTextureImpl_GetPriority(IWineD3DVolumeTexture
...
@@ -92,7 +92,7 @@ static DWORD WINAPI IWineD3DVolumeTextureImpl_GetPriority(IWineD3DVolumeTexture
void
volumetexture_internal_preload
(
IWineD3DBaseTexture
*
iface
,
enum
WINED3DSRGB
srgb
)
{
void
volumetexture_internal_preload
(
IWineD3DBaseTexture
*
iface
,
enum
WINED3DSRGB
srgb
)
{
/* Overrider the IWineD3DResource Preload method */
/* Overrider the IWineD3DResource Preload method */
int
i
;
unsigned
int
i
;
IWineD3DVolumeTextureImpl
*
This
=
(
IWineD3DVolumeTextureImpl
*
)
iface
;
IWineD3DVolumeTextureImpl
*
This
=
(
IWineD3DVolumeTextureImpl
*
)
iface
;
IWineD3DDeviceImpl
*
device
=
This
->
resource
.
wineD3DDevice
;
IWineD3DDeviceImpl
*
device
=
This
->
resource
.
wineD3DDevice
;
BOOL
srgb_mode
=
This
->
baseTexture
.
is_srgb
;
BOOL
srgb_mode
=
This
->
baseTexture
.
is_srgb
;
...
@@ -225,7 +225,7 @@ static void WINAPI IWineD3DVolumeTextureImpl_ApplyStateChanges(IWineD3DVolumeTex
...
@@ -225,7 +225,7 @@ static void WINAPI IWineD3DVolumeTextureImpl_ApplyStateChanges(IWineD3DVolumeTex
******************************************* */
******************************************* */
static
void
WINAPI
IWineD3DVolumeTextureImpl_Destroy
(
IWineD3DVolumeTexture
*
iface
,
D3DCB_DESTROYVOLUMEFN
D3DCB_DestroyVolume
)
{
static
void
WINAPI
IWineD3DVolumeTextureImpl_Destroy
(
IWineD3DVolumeTexture
*
iface
,
D3DCB_DESTROYVOLUMEFN
D3DCB_DestroyVolume
)
{
IWineD3DVolumeTextureImpl
*
This
=
(
IWineD3DVolumeTextureImpl
*
)
iface
;
IWineD3DVolumeTextureImpl
*
This
=
(
IWineD3DVolumeTextureImpl
*
)
iface
;
int
i
;
unsigned
int
i
;
TRACE
(
"(%p) : Cleaning up
\n
"
,
This
);
TRACE
(
"(%p) : Cleaning up
\n
"
,
This
);
for
(
i
=
0
;
i
<
This
->
baseTexture
.
levels
;
i
++
)
{
for
(
i
=
0
;
i
<
This
->
baseTexture
.
levels
;
i
++
)
{
if
(
This
->
volumes
[
i
]
!=
NULL
)
{
if
(
This
->
volumes
[
i
]
!=
NULL
)
{
...
...
dlls/wined3d/wined3d_private.h
View file @
42e31a42
...
@@ -2424,7 +2424,7 @@ typedef struct IWineD3DPixelShaderImpl {
...
@@ -2424,7 +2424,7 @@ typedef struct IWineD3DPixelShaderImpl {
/* Some information about the shader behavior */
/* Some information about the shader behavior */
struct
stb_const_desc
bumpenvmatconst
[
MAX_TEXTURES
];
struct
stb_const_desc
bumpenvmatconst
[
MAX_TEXTURES
];
char
numbumpenvmatconsts
;
unsigned
char
numbumpenvmatconsts
;
struct
stb_const_desc
luminanceconst
[
MAX_TEXTURES
];
struct
stb_const_desc
luminanceconst
[
MAX_TEXTURES
];
char
vpos_uniform
;
char
vpos_uniform
;
...
...
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