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wine
wine-winehq
Commits
560d6354
Commit
560d6354
authored
Aug 27, 2009
by
Henri Verbeet
Committed by
Alexandre Julliard
Aug 27, 2009
Browse files
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Plain Diff
wined3d: Remove trailing spaces.
parent
3f7cb743
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Side-by-side
Showing
10 changed files
with
63 additions
and
71 deletions
+63
-71
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+4
-5
device.c
dlls/wined3d/device.c
+3
-2
directx.c
dlls/wined3d/directx.c
+7
-8
drawprim.c
dlls/wined3d/drawprim.c
+1
-1
glsl_shader.c
dlls/wined3d/glsl_shader.c
+24
-26
stateblock.c
dlls/wined3d/stateblock.c
+6
-9
surface.c
dlls/wined3d/surface.c
+1
-1
vertexshader.c
dlls/wined3d/vertexshader.c
+1
-1
wined3d_main.c
dlls/wined3d/wined3d_main.c
+1
-1
wined3d_private.h
dlls/wined3d/wined3d_private.h
+15
-17
No files found.
dlls/wined3d/arb_program_shader.c
View file @
560d6354
...
...
@@ -265,10 +265,9 @@ struct shader_arb_priv
* ARB_[vertex/fragment]_program helper functions follow
********************************************************/
/**
* Loads floating point constants into the currently set ARB_vertex/fragment_program.
/* Loads floating point constants into the currently set ARB_vertex/fragment_program.
* When constant_list == NULL, it will load all the constants.
*
*
* @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
* or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
*/
...
...
@@ -529,8 +528,8 @@ static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
/**
* Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
*
* We only support float constants in ARB at the moment, so don't
*
* We only support float constants in ARB at the moment, so don't
* worry about the Integers or Booleans
*/
/* GL locking is done by the caller (state handler) */
...
...
dlls/wined3d/device.c
View file @
560d6354
...
...
@@ -4178,7 +4178,7 @@ static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIn
if
(
!
doClip
||
(
(
-
rhw
-
eps
<
x
)
&&
(
-
rhw
-
eps
<
y
)
&&
(
-
eps
<
z
)
&&
(
x
<=
rhw
+
eps
)
&&
(
y
<=
rhw
+
eps
)
&&
(
z
<=
rhw
+
eps
)
&&
(
x
<=
rhw
+
eps
)
&&
(
y
<=
rhw
+
eps
)
&&
(
z
<=
rhw
+
eps
)
&&
(
rhw
>
eps
)
)
)
{
/* "Normal" viewport transformation (not clipped)
...
...
@@ -4303,7 +4303,8 @@ static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIn
}
}
if
(
DestFVF
&
WINED3DFVF_SPECULAR
)
{
if
(
DestFVF
&
WINED3DFVF_SPECULAR
)
{
/* What's the color value in the feedback buffer? */
const
struct
wined3d_stream_info_element
*
element
=
&
stream_info
->
elements
[
WINED3D_FFP_SPECULAR
];
const
DWORD
*
color_s
=
(
const
DWORD
*
)(
element
->
data
+
i
*
element
->
stride
);
...
...
dlls/wined3d/directx.c
View file @
560d6354
...
...
@@ -2358,10 +2358,9 @@ static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT
return
WINED3DERR_NOTAVAILABLE
;
}
static
HRESULT
WINAPI
IWineD3DImpl_CheckDeviceMultiSampleType
(
IWineD3D
*
iface
,
UINT
Adapter
,
WINED3DDEVTYPE
DeviceType
,
WINED3DFORMAT
SurfaceFormat
,
BOOL
Windowed
,
WINED3DMULTISAMPLE_TYPE
MultiSampleType
,
DWORD
*
pQualityLevels
)
{
static
HRESULT
WINAPI
IWineD3DImpl_CheckDeviceMultiSampleType
(
IWineD3D
*
iface
,
UINT
Adapter
,
WINED3DDEVTYPE
DeviceType
,
WINED3DFORMAT
SurfaceFormat
,
BOOL
Windowed
,
WINED3DMULTISAMPLE_TYPE
MultiSampleType
,
DWORD
*
pQualityLevels
)
{
IWineD3DImpl
*
This
=
(
IWineD3DImpl
*
)
iface
;
const
struct
GlPixelFormatDesc
*
glDesc
;
const
struct
WineD3DAdapter
*
adapter
;
...
...
@@ -3045,9 +3044,10 @@ static BOOL CheckVertexTextureCapability(struct WineD3DAdapter *adapter, const s
return
FALSE
;
}
static
HRESULT
WINAPI
IWineD3DImpl_CheckDeviceFormat
(
IWineD3D
*
iface
,
UINT
Adapter
,
WINED3DDEVTYPE
DeviceType
,
static
HRESULT
WINAPI
IWineD3DImpl_CheckDeviceFormat
(
IWineD3D
*
iface
,
UINT
Adapter
,
WINED3DDEVTYPE
DeviceType
,
WINED3DFORMAT
AdapterFormat
,
DWORD
Usage
,
WINED3DRESOURCETYPE
RType
,
WINED3DFORMAT
CheckFormat
,
WINED3DSURFTYPE
SurfaceType
)
{
WINED3DSURFTYPE
SurfaceType
)
{
IWineD3DImpl
*
This
=
(
IWineD3DImpl
*
)
iface
;
struct
WineD3DAdapter
*
adapter
=
&
This
->
adapters
[
Adapter
];
const
struct
wined3d_gl_info
*
gl_info
=
&
adapter
->
gl_info
;
...
...
@@ -3951,14 +3951,13 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
pCaps
->
MaxPointSize
=
GL_LIMITS
(
pointsize
);
/* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
pCaps
->
VertexProcessingCaps
=
WINED3DVTXPCAPS_DIRECTIONALLIGHTS
|
WINED3DVTXPCAPS_MATERIALSOURCE7
|
WINED3DVTXPCAPS_POSITIONALLIGHTS
|
WINED3DVTXPCAPS_LOCALVIEWER
|
WINED3DVTXPCAPS_VERTEXFOG
|
WINED3DVTXPCAPS_TEXGEN
;
/* FIXME: Add
D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
pCaps
->
MaxPrimitiveCount
=
0xFFFFF
;
/* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
pCaps
->
MaxVertexIndex
=
0xFFFFF
;
...
...
dlls/wined3d/drawprim.c
View file @
560d6354
...
...
@@ -699,7 +699,7 @@ void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertice
#ifdef SHOW_FRAME_MAKEUP
{
static
long
int
primCounter
=
0
;
/* NOTE: set primCounter to the value reported by drawprim
/* NOTE: set primCounter to the value reported by drawprim
before you want to to write frame makeup to /tmp */
if
(
primCounter
>=
0
)
{
WINED3DLOCKED_RECT
r
;
...
...
dlls/wined3d/glsl_shader.c
View file @
560d6354
/*
* GLSL pixel and vertex shader implementation
*
* Copyright 2006 Jason Green
* Copyright 2006 Jason Green
* Copyright 2006-2007 Henri Verbeet
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
* Copyright 2009 Henri Verbeet for CodeWeavers
...
...
@@ -940,7 +940,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
}
}
/* Declare texture samplers */
/* Declare texture samplers */
for
(
i
=
0
;
i
<
This
->
baseShader
.
limits
.
sampler
;
i
++
)
{
if
(
reg_maps
->
sampler_type
[
i
])
{
...
...
@@ -1104,22 +1104,22 @@ static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *i
/** Used for opcode modifiers - They multiply the result by the specified amount */
static
const
char
*
const
shift_glsl_tab
[]
=
{
""
,
/* 0 (none) */
"2.0 * "
,
/* 1 (x2) */
"4.0 * "
,
/* 2 (x4) */
"8.0 * "
,
/* 3 (x8) */
"16.0 * "
,
/* 4 (x16) */
"32.0 * "
,
/* 5 (x32) */
""
,
/* 6 (x64) */
""
,
/* 7 (x128) */
""
,
/* 8 (d256) */
""
,
/* 9 (d128) */
""
,
/* 10 (d64) */
""
,
/* 11 (d32) */
"0.0625 * "
,
/* 12 (d16) */
"0.125 * "
,
/* 13 (d8) */
"0.25 * "
,
/* 14 (d4) */
"0.5 * "
/* 15 (d2) */
""
,
/* 0 (none) */
"2.0 * "
,
/* 1 (x2) */
"4.0 * "
,
/* 2 (x4) */
"8.0 * "
,
/* 3 (x8) */
"16.0 * "
,
/* 4 (x16) */
"32.0 * "
,
/* 5 (x32) */
""
,
/* 6 (x64) */
""
,
/* 7 (x128) */
""
,
/* 8 (d256) */
""
,
/* 9 (d128) */
""
,
/* 10 (d64) */
""
,
/* 11 (d32) */
"0.0625 * "
,
/* 12 (d16) */
"0.125 * "
,
/* 13 (d8) */
"0.25 * "
,
/* 14 (d4) */
"0.5 * "
/* 15 (d2) */
};
/* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
...
...
@@ -1777,9 +1777,7 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s
}
/*****************************************************************************
*
* Begin processing individual instruction opcodes
*
****************************************************************************/
/* Generate GLSL arithmetic functions (dst = src1 + src2) */
...
...
@@ -2264,8 +2262,8 @@ static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
src0_param
.
param_str
,
src1_param
.
param_str
,
src2_param
.
param_str
);
}
/*
* Handles transforming all WINED3DSIO_M?x? opcodes for
Vertex shaders to GLSL codes */
/*
Handles transforming all WINED3DSIO_M?x? opcodes for
Vertex shaders to GLSL codes */
static
void
shader_glsl_mnxn
(
const
struct
wined3d_shader_instruction
*
ins
)
{
int
i
;
...
...
@@ -2321,7 +2319,7 @@ static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
}
/**
The LRP instruction performs a component-wise linear interpolation
The LRP instruction performs a component-wise linear interpolation
between the second and third operands using the first operand as the
blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
This is equivalent to mix(src2, src1, src0);
...
...
@@ -2418,7 +2416,7 @@ static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
/** Process the WINED3DSIO_SINCOS instruction in GLSL:
* VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
* can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
*
*
* dst.x = cos(src0.?)
* dst.y = sin(src0.?)
* dst.z = dst.z
...
...
@@ -3037,7 +3035,7 @@ static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
current_state
->
current_row
=
0
;
}
/*
* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
/*
Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
* Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
static
void
shader_glsl_texm3x3spec
(
const
struct
wined3d_shader_instruction
*
ins
)
{
...
...
@@ -3068,7 +3066,7 @@ static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins
current_state
->
current_row
=
0
;
}
/*
* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
/*
Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
* Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
static
void
shader_glsl_texm3x3vspec
(
const
struct
wined3d_shader_instruction
*
ins
)
{
...
...
dlls/wined3d/stateblock.c
View file @
560d6354
...
...
@@ -31,11 +31,11 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d);
* Stateblock helper functions follow
**************************************/
/*
* Allocates the correct amount of space for pixel and vertex shader constants,
/*
Allocates the correct amount of space for pixel and vertex shader constants,
* along with their set/changed flags on the given stateblock object
*/
HRESULT
allocate_shader_constants
(
IWineD3DStateBlockImpl
*
object
)
{
HRESULT
allocate_shader_constants
(
IWineD3DStateBlockImpl
*
object
)
{
IWineD3DStateBlockImpl
*
This
=
object
;
/* Allocate space for floating point constants */
...
...
@@ -113,11 +113,8 @@ static inline void stateblock_set_bits(DWORD *map, UINT map_size)
}
/** Set all members of a stateblock savedstate to the given value */
void
stateblock_savedstates_set
(
IWineD3DStateBlock
*
iface
,
SAVEDSTATES
*
states
,
BOOL
value
)
{
void
stateblock_savedstates_set
(
IWineD3DStateBlock
*
iface
,
SAVEDSTATES
*
states
,
BOOL
value
)
{
IWineD3DStateBlockImpl
*
This
=
(
IWineD3DStateBlockImpl
*
)
iface
;
unsigned
bsize
=
sizeof
(
BOOL
);
...
...
@@ -228,7 +225,7 @@ void stateblock_copy(
memcpy
(
Dest
->
vertexShaderConstantI
,
This
->
vertexShaderConstantI
,
sizeof
(
INT
)
*
MAX_CONST_I
*
4
);
memcpy
(
Dest
->
pixelShaderConstantB
,
This
->
pixelShaderConstantB
,
sizeof
(
BOOL
)
*
MAX_CONST_B
);
memcpy
(
Dest
->
pixelShaderConstantI
,
This
->
pixelShaderConstantI
,
sizeof
(
INT
)
*
MAX_CONST_I
*
4
);
memcpy
(
Dest
->
streamStride
,
This
->
streamStride
,
sizeof
(
UINT
)
*
MAX_STREAMS
);
memcpy
(
Dest
->
streamOffset
,
This
->
streamOffset
,
sizeof
(
UINT
)
*
MAX_STREAMS
);
memcpy
(
Dest
->
streamSource
,
This
->
streamSource
,
sizeof
(
IWineD3DBuffer
*
)
*
MAX_STREAMS
);
...
...
dlls/wined3d/surface.c
View file @
560d6354
...
...
@@ -2973,7 +2973,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DS
}
if
(
override
)
{
/* DDraw sets this for the X11 surfaces, so don't confuse the user
/* DDraw sets this for the X11 surfaces, so don't confuse the user
* FIXME("(%p) Target override is not supported by now\n", This);
* Additionally, it isn't really possible to support triple-buffering
* properly on opengl at all
...
...
dlls/wined3d/vertexshader.c
View file @
560d6354
...
...
@@ -186,7 +186,7 @@ static ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface
static
HRESULT
WINAPI
IWineD3DVertexShaderImpl_GetParent
(
IWineD3DVertexShader
*
iface
,
IUnknown
**
parent
){
IWineD3DVertexShaderImpl
*
This
=
(
IWineD3DVertexShaderImpl
*
)
iface
;
*
parent
=
This
->
parent
;
IUnknown_AddRef
(
*
parent
);
TRACE
(
"(%p) : returning %p
\n
"
,
This
,
*
parent
);
...
...
dlls/wined3d/wined3d_main.c
View file @
560d6354
...
...
@@ -44,7 +44,7 @@ CRITICAL_SECTION wined3d_cs = {&wined3d_cs_debug, -1, 0, 0, 0, 0};
/* When updating default value here, make sure to update winecfg as well,
* where appropriate. */
wined3d_settings_t
wined3d_settings
=
wined3d_settings_t
wined3d_settings
=
{
VS_HW
,
/* Hardware by default */
PS_HW
,
/* Hardware by default */
...
...
dlls/wined3d/wined3d_private.h
View file @
560d6354
...
...
@@ -242,7 +242,7 @@ static inline float float_24_to_32(DWORD in)
}
/**
* Settings
* Settings
*/
#define VS_NONE 0
#define VS_HW 1
...
...
@@ -969,8 +969,8 @@ extern const float identity[16];
/* Trace information per-vertex: (extremely high amount of trace) */
#if 0 /* NOTE: Must be 0 in cvs */
# define VTRACE(A) TRACE A
#else
# define VTRACE(A)
#else
# define VTRACE(A)
#endif
/* TODO: Confirm each of these works when wined3d move completed */
...
...
@@ -983,21 +983,21 @@ extern const float identity[16];
the file is deleted */
# if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
# define SINGLE_FRAME_DEBUGGING
# endif
# endif
/* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
It can only be enabled when FRAME_DEBUGGING is also enabled
The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
It can only be enabled when FRAME_DEBUGGING is also enabled
The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
array is drawn. */
# if 0
/* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
# if 0
/* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
# define SHOW_FRAME_MAKEUP 1
# endif
# endif
/* The following, when enabled, lets you see the makeup of the all the textures used during each
of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
The contents of the textures assigned to each stage are written into
The contents of the textures assigned to each stage are written into
/tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
# if 0
/* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
# define SHOW_TEXTURE_MAKEUP 0
# endif
# endif
extern
BOOL
isOn
;
extern
BOOL
isDumpingFrames
;
extern
LONG
primCounter
;
...
...
@@ -2362,7 +2362,7 @@ typedef struct IWineD3DQueryImpl
{
const
IWineD3DQueryVtbl
*
lpVtbl
;
LONG
ref
;
/* Note: Ref counting not required */
IUnknown
*
parent
;
/*TODO: replace with iface usage */
#if 0
...
...
@@ -2376,8 +2376,6 @@ typedef struct IWineD3DQueryImpl
WINED3DQUERYTYPE
type
;
/* TODO: Think about using a IUnknown instead of a void* */
void
*
extendedData
;
}
IWineD3DQueryImpl
;
extern
const
IWineD3DQueryVtbl
IWineD3DQuery_Vtbl
;
...
...
@@ -2498,7 +2496,7 @@ struct wined3d_context *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwa
#define DEFAULT_REFRESH_RATE 0
/*****************************************************************************
* Utility function prototypes
* Utility function prototypes
*/
/* Trace routines */
...
...
@@ -2576,8 +2574,8 @@ typedef struct SHADER_LIMITS {
unsigned
int
label
;
}
SHADER_LIMITS
;
/*
* Keeps track of details for TEX_M#x# shader opcodes which need to
maintain state information between multiple codes */
/*
Keeps track of details for TEX_M#x# shader opcodes which need to
*
maintain state information between multiple codes */
typedef
struct
SHADER_PARSE_STATE
{
unsigned
int
current_row
;
DWORD
texcoord_w
[
2
];
...
...
@@ -2725,7 +2723,7 @@ static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD
* IDirect3DVertexShader implementation structures
*/
typedef
struct
IWineD3DVertexShaderImpl
{
/* IUnknown parts
*/
/* IUnknown parts
*/
const
IWineD3DVertexShaderVtbl
*
lpVtbl
;
/* IWineD3DBaseShader */
...
...
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