Commit baf2f94b authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Get rid of the WINED3DVS_* swizzle constants.

They're redundant.
parent 629801bc
...@@ -789,7 +789,8 @@ static void shader_dump_param(const DWORD param, const DWORD addr_token, int inp ...@@ -789,7 +789,8 @@ static void shader_dump_param(const DWORD param, const DWORD addr_token, int inp
* swizzle bits fields: * swizzle bits fields:
* RRGGBBAA * RRGGBBAA
*/ */
if ((WINED3DVS_NOSWIZZLE >> WINED3DVS_SWIZZLE_SHIFT) != swizzle) { if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) != swizzle)
{
if (swizzle_x == swizzle_y && if (swizzle_x == swizzle_y &&
swizzle_x == swizzle_z && swizzle_x == swizzle_z &&
swizzle_x == swizzle_w) { swizzle_x == swizzle_w) {
......
...@@ -2472,7 +2472,7 @@ static void pshader_glsl_tex(const struct wined3d_shader_instruction *ins) ...@@ -2472,7 +2472,7 @@ static void pshader_glsl_tex(const struct wined3d_shader_instruction *ins)
shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function); shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
mask |= sample_function.coord_mask; mask |= sample_function.coord_mask;
if (shader_version < WINED3DPS_VERSION(2,0)) swizzle = WINED3DVS_NOSWIZZLE; if (shader_version < WINED3DPS_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
else swizzle = ins->src[1].swizzle; else swizzle = ins->src[1].swizzle;
/* 1.0-1.3: Use destination register as coordinate source. /* 1.0-1.3: Use destination register as coordinate source.
...@@ -2602,17 +2602,17 @@ static void pshader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins) ...@@ -2602,17 +2602,17 @@ static void pshader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
switch(mask_size) switch(mask_size)
{ {
case 1: case 1:
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL, shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL,
"dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str); "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
break; break;
case 2: case 2:
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL, shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL,
"vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str); "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
break; break;
case 3: case 3:
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL, shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL,
"vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str); "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
break; break;
...@@ -2722,7 +2722,7 @@ static void pshader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins ...@@ -2722,7 +2722,7 @@ static void pshader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins
shader_glsl_get_sample_function(sampler_type, 0, &sample_function); shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
/* Sample the texture using the calculated coordinates */ /* Sample the texture using the calculated coordinates */
shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DVS_NOSWIZZLE, NULL, "tmp0.xy"); shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, "tmp0.xy");
} }
/** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
...@@ -2744,7 +2744,7 @@ static void pshader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins ...@@ -2744,7 +2744,7 @@ static void pshader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins
shader_glsl_get_sample_function(sampler_type, 0, &sample_function); shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
/* Sample the texture using the calculated coordinates */ /* Sample the texture using the calculated coordinates */
shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DVS_NOSWIZZLE, NULL, "tmp0.xyz"); shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, "tmp0.xyz");
current_state->current_row = 0; current_state->current_row = 0;
} }
...@@ -2795,7 +2795,7 @@ static void pshader_glsl_texm3x3spec(const struct wined3d_shader_instruction *in ...@@ -2795,7 +2795,7 @@ static void pshader_glsl_texm3x3spec(const struct wined3d_shader_instruction *in
shader_glsl_get_sample_function(stype, 0, &sample_function); shader_glsl_get_sample_function(stype, 0, &sample_function);
/* Sample the texture */ /* Sample the texture */
shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DVS_NOSWIZZLE, NULL, "tmp0.xyz"); shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, "tmp0.xyz");
current_state->current_row = 0; current_state->current_row = 0;
} }
...@@ -2827,7 +2827,7 @@ static void pshader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *i ...@@ -2827,7 +2827,7 @@ static void pshader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *i
shader_glsl_get_sample_function(sampler_type, 0, &sample_function); shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
/* Sample the texture using the calculated coordinates */ /* Sample the texture using the calculated coordinates */
shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DVS_NOSWIZZLE, NULL, "tmp0.xyz"); shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, "tmp0.xyz");
current_state->current_row = 0; current_state->current_row = 0;
} }
...@@ -2877,7 +2877,7 @@ static void pshader_glsl_texbem(const struct wined3d_shader_instruction *ins) ...@@ -2877,7 +2877,7 @@ static void pshader_glsl_texbem(const struct wined3d_shader_instruction *ins)
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL, shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL,
"T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx, "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
coord_param.param_str, coord_mask); coord_param.param_str, coord_mask);
...@@ -2920,7 +2920,7 @@ static void pshader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins) ...@@ -2920,7 +2920,7 @@ static void pshader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
shader_glsl_get_sample_function(sampler_type, 0, &sample_function); shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL, shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL,
"%s.wx", src0_param.reg_name); "%s.wx", src0_param.reg_name);
} }
...@@ -2936,7 +2936,7 @@ static void pshader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins) ...@@ -2936,7 +2936,7 @@ static void pshader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
shader_glsl_get_sample_function(sampler_type, 0, &sample_function); shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL, shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL,
"%s.yz", src0_param.reg_name); "%s.yz", src0_param.reg_name);
} }
...@@ -2953,7 +2953,7 @@ static void pshader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins ...@@ -2953,7 +2953,7 @@ static void pshader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins
shader_glsl_get_sample_function(sampler_type, 0, &sample_function); shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL, shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL,
"%s", src0_param.param_str); "%s", src0_param.param_str);
} }
......
...@@ -98,33 +98,9 @@ typedef enum _WINED3DVS_RASTOUT_OFFSETS { ...@@ -98,33 +98,9 @@ typedef enum _WINED3DVS_RASTOUT_OFFSETS {
} WINED3DVS_RASTOUT_OFFSETS; } WINED3DVS_RASTOUT_OFFSETS;
/** Source register modifiers **/ /** Source register modifiers **/
#define WINED3DVS_SWIZZLE_SHIFT 16
#define WINED3DVS_SWIZZLE_MASK (0xFF << WINED3DVS_SWIZZLE_SHIFT)
#define WINED3DSP_SWIZZLE_SHIFT 16 #define WINED3DSP_SWIZZLE_SHIFT 16
#define WINED3DSP_SWIZZLE_MASK (0xFF << WINED3DSP_SWIZZLE_SHIFT) #define WINED3DSP_SWIZZLE_MASK (0xFF << WINED3DSP_SWIZZLE_SHIFT)
#define WINED3DVS_X_X (0 << WINED3DVS_SWIZZLE_SHIFT)
#define WINED3DVS_X_Y (1 << WINED3DVS_SWIZZLE_SHIFT)
#define WINED3DVS_X_Z (2 << WINED3DVS_SWIZZLE_SHIFT)
#define WINED3DVS_X_W (3 << WINED3DVS_SWIZZLE_SHIFT)
#define WINED3DVS_Y_X (0 << (WINED3DVS_SWIZZLE_SHIFT + 2))
#define WINED3DVS_Y_Y (1 << (WINED3DVS_SWIZZLE_SHIFT + 2))
#define WINED3DVS_Y_Z (2 << (WINED3DVS_SWIZZLE_SHIFT + 2))
#define WINED3DVS_Y_W (3 << (WINED3DVS_SWIZZLE_SHIFT + 2))
#define WINED3DVS_Z_X (0 << (WINED3DVS_SWIZZLE_SHIFT + 4))
#define WINED3DVS_Z_Y (1 << (WINED3DVS_SWIZZLE_SHIFT + 4))
#define WINED3DVS_Z_Z (2 << (WINED3DVS_SWIZZLE_SHIFT + 4))
#define WINED3DVS_Z_W (3 << (WINED3DVS_SWIZZLE_SHIFT + 4))
#define WINED3DVS_W_X (0 << (WINED3DVS_SWIZZLE_SHIFT + 6))
#define WINED3DVS_W_Y (1 << (WINED3DVS_SWIZZLE_SHIFT + 6))
#define WINED3DVS_W_Z (2 << (WINED3DVS_SWIZZLE_SHIFT + 6))
#define WINED3DVS_W_W (3 << (WINED3DVS_SWIZZLE_SHIFT + 6))
#define WINED3DVS_NOSWIZZLE (WINED3DVS_X_X | WINED3DVS_Y_Y | WINED3DVS_Z_Z | WINED3DVS_W_W)
#define WINED3DSP_NOSWIZZLE \ #define WINED3DSP_NOSWIZZLE \
((0 << (WINED3DSP_SWIZZLE_SHIFT + 0)) | (1 << (WINED3DSP_SWIZZLE_SHIFT + 2)) | \ ((0 << (WINED3DSP_SWIZZLE_SHIFT + 0)) | (1 << (WINED3DSP_SWIZZLE_SHIFT + 2)) | \
(2 << (WINED3DSP_SWIZZLE_SHIFT + 4)) | (3 << (WINED3DSP_SWIZZLE_SHIFT + 6))) (2 << (WINED3DSP_SWIZZLE_SHIFT + 4)) | (3 << (WINED3DSP_SWIZZLE_SHIFT + 6)))
......
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