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wine
wine-winehq
Commits
c3a01b31
Commit
c3a01b31
authored
Apr 01, 2009
by
Henri Verbeet
Committed by
Alexandre Julliard
Apr 01, 2009
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Plain Diff
wined3d: Use a more reasonable name for "SHADER_OPCODE_ARG".
parent
de4e8cf0
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Showing
4 changed files
with
18 additions
and
18 deletions
+18
-18
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+0
-0
baseshader.c
dlls/wined3d/baseshader.c
+14
-14
glsl_shader.c
dlls/wined3d/glsl_shader.c
+0
-0
wined3d_private.h
dlls/wined3d/wined3d_private.h
+4
-4
No files found.
dlls/wined3d/arb_program_shader.c
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c3a01b31
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dlls/wined3d/baseshader.c
View file @
c3a01b31
...
...
@@ -771,16 +771,16 @@ void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer,
const
SHADER_OPCODE
*
opcode_table
=
This
->
baseShader
.
shader_ins
;
const
SHADER_HANDLER
*
handler_table
=
device
->
shader_backend
->
shader_instruction_handler_table
;
DWORD
shader_version
=
reg_maps
->
shader_version
;
struct
wined3d_shader_instruction
ins
;
const
DWORD
*
pToken
=
pFunction
;
const
SHADER_OPCODE
*
curOpcode
;
SHADER_HANDLER
hw_fct
;
DWORD
i
;
SHADER_OPCODE_ARG
hw_arg
;
/* Initialize current parsing state */
hw_arg
.
shader
=
iface
;
hw_arg
.
buffer
=
buffer
;
hw_arg
.
reg_maps
=
reg_maps
;
ins
.
shader
=
iface
;
ins
.
buffer
=
buffer
;
ins
.
reg_maps
=
reg_maps
;
This
->
baseShader
.
parse_state
.
current_row
=
0
;
while
(
WINED3DPS_END
()
!=
*
pToken
)
...
...
@@ -838,39 +838,39 @@ void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer,
continue
;
}
hw_arg
.
opcode
=
curOpcode
;
ins
.
opcode
=
curOpcode
;
hw_arg
.
flags
=
opcode_token
&
WINED3D_OPCODESPECIFICCONTROL_MASK
;
hw_arg
.
coissue
=
opcode_token
&
WINED3DSI_COISSUE
;
ins
.
flags
=
opcode_token
&
WINED3D_OPCODESPECIFICCONTROL_MASK
;
ins
.
coissue
=
opcode_token
&
WINED3DSI_COISSUE
;
/* Destination token */
if
(
curOpcode
->
dst_token
)
{
DWORD
param
,
addr_token
=
0
;
pToken
+=
shader_get_param
(
pToken
,
shader_version
,
&
param
,
&
addr_token
);
hw_arg
.
dst
=
param
;
hw_arg
.
dst_addr
=
addr_token
;
ins
.
dst
=
param
;
ins
.
dst_addr
=
addr_token
;
}
/* Predication token */
if
(
opcode_token
&
WINED3DSHADER_INSTRUCTION_PREDICATED
)
hw_arg
.
predicate
=
*
pToken
++
;
if
(
opcode_token
&
WINED3DSHADER_INSTRUCTION_PREDICATED
)
ins
.
predicate
=
*
pToken
++
;
/* Other source tokens */
for
(
i
=
0
;
i
<
(
curOpcode
->
num_params
-
curOpcode
->
dst_token
);
++
i
)
{
DWORD
param
,
addr_token
=
0
;
pToken
+=
shader_get_param
(
pToken
,
shader_version
,
&
param
,
&
addr_token
);
hw_arg
.
src
[
i
]
=
param
;
hw_arg
.
src_addr
[
i
]
=
addr_token
;
ins
.
src
[
i
]
=
param
;
ins
.
src_addr
[
i
]
=
addr_token
;
}
/* Call appropriate function for output target */
hw_fct
(
&
hw_arg
);
hw_fct
(
&
ins
);
/* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
/* FIXME: This should be internal to the shader backend.
* Also, right now this is the only reason "shader_mode" exists. */
if
(
This
->
baseShader
.
shader_mode
==
SHADER_GLSL
)
shader_glsl_add_instruction_modifiers
(
&
hw_arg
);
if
(
This
->
baseShader
.
shader_mode
==
SHADER_GLSL
)
shader_glsl_add_instruction_modifiers
(
&
ins
);
}
}
...
...
dlls/wined3d/glsl_shader.c
View file @
c3a01b31
This diff is collapsed.
Click to expand it.
dlls/wined3d/wined3d_private.h
View file @
c3a01b31
...
...
@@ -450,7 +450,7 @@ typedef struct SHADER_OPCODE
DWORD
max_version
;
}
SHADER_OPCODE
;
typedef
struct
SHADER_OPCODE_ARG
struct
wined3d_shader_instruction
{
IWineD3DBaseShader
*
shader
;
const
shader_reg_maps
*
reg_maps
;
...
...
@@ -463,9 +463,9 @@ typedef struct SHADER_OPCODE_ARG
DWORD
src
[
4
];
DWORD
src_addr
[
4
];
SHADER_BUFFER
*
buffer
;
}
SHADER_OPCODE_ARG
;
};
typedef
void
(
*
SHADER_HANDLER
)(
const
struct
SHADER_OPCODE_ARG
*
);
typedef
void
(
*
SHADER_HANDLER
)(
const
struct
wined3d_shader_instruction
*
);
struct
shader_caps
{
DWORD
VertexShaderVersion
;
...
...
@@ -2300,7 +2300,7 @@ extern BOOL vshader_get_input(
extern
HRESULT
allocate_shader_constants
(
IWineD3DStateBlockImpl
*
object
);
/* GLSL helper functions */
extern
void
shader_glsl_add_instruction_modifiers
(
const
SHADER_OPCODE_ARG
*
arg
);
extern
void
shader_glsl_add_instruction_modifiers
(
const
struct
wined3d_shader_instruction
*
ins
);
/*****************************************************************************
* IDirect3DBaseShader implementation structure
...
...
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