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wine
wine-winehq
Commits
c90ce7b9
Commit
c90ce7b9
authored
Aug 15, 2018
by
Henri Verbeet
Committed by
Alexandre Julliard
Aug 15, 2018
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wined3d: Get rid of the "reg_name" field in struct glsl_src_param.
Signed-off-by:
Henri Verbeet
<
hverbeet@codeweavers.com
>
Signed-off-by:
Alexandre Julliard
<
julliard@winehq.org
>
parent
dd282d3e
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Showing
1 changed file
with
18 additions
and
18 deletions
+18
-18
glsl_shader.c
dlls/wined3d/glsl_shader.c
+18
-18
No files found.
dlls/wined3d/glsl_shader.c
View file @
c90ce7b9
...
...
@@ -93,7 +93,6 @@ struct glsl_dst_param
struct
glsl_src_param
{
char
reg_name
[
150
];
char
param_str
[
200
];
};
...
...
@@ -3394,16 +3393,17 @@ static void shader_glsl_add_src_param_ext(const struct wined3d_shader_context *c
enum
wined3d_data_type
data_type
)
{
struct
shader_glsl_ctx_priv
*
priv
=
ctx
->
backend_data
;
struct
wined3d_string_buffer
*
reg_name
=
string_buffer_get
(
priv
->
string_buffers
);
struct
wined3d_string_buffer
*
param_str
=
string_buffer_get
(
priv
->
string_buffers
);
enum
wined3d_data_type
param_data_type
;
BOOL
is_color
=
FALSE
;
char
swizzle_str
[
6
];
char
reg_name
[
150
];
glsl_src
->
reg_name
[
0
]
=
'\0'
;
reg_name
[
0
]
=
'\0'
;
glsl_src
->
param_str
[
0
]
=
'\0'
;
swizzle_str
[
0
]
=
'\0'
;
shader_glsl_get_register_name
(
&
wined3d_src
->
reg
,
data_type
,
glsl_src
->
reg_name
,
&
is_color
,
ctx
);
shader_glsl_get_register_name
(
&
wined3d_src
->
reg
,
data_type
,
reg_name
,
&
is_color
,
ctx
);
shader_glsl_get_swizzle
(
wined3d_src
,
is_color
,
mask
,
swizzle_str
);
switch
(
wined3d_src
->
reg
.
type
)
...
...
@@ -3427,10 +3427,10 @@ static void shader_glsl_add_src_param_ext(const struct wined3d_shader_context *c
break
;
}
shader_glsl_sprintf_cast
(
reg_name
,
glsl_src
->
reg_name
,
data_type
,
param_data_type
);
shader_glsl_gen_modifier
(
wined3d_src
->
modifiers
,
reg_name
->
buffer
,
swizzle_str
,
glsl_src
->
param_str
);
shader_glsl_sprintf_cast
(
param_str
,
reg_name
,
data_type
,
param_data_type
);
shader_glsl_gen_modifier
(
wined3d_src
->
modifiers
,
param_str
->
buffer
,
swizzle_str
,
glsl_src
->
param_str
);
string_buffer_release
(
priv
->
string_buffers
,
reg_name
);
string_buffer_release
(
priv
->
string_buffers
,
param_str
);
}
static
void
shader_glsl_add_src_param
(
const
struct
wined3d_shader_instruction
*
ins
,
...
...
@@ -4998,12 +4998,12 @@ static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
struct
wined3d_string_buffer
*
buffer
=
ins
->
ctx
->
buffer
;
const
struct
wined3d_shader
*
shader
=
ins
->
ctx
->
shader
;
const
struct
wined3d_shader_lconst
*
constant
;
struct
glsl_src_param
src1_param
;
const
DWORD
*
control_values
=
NULL
;
char
reg_name
[
150
];
if
(
ins
->
ctx
->
reg_maps
->
shader_version
.
major
<
4
)
{
shader_glsl_
add_src_param
(
ins
,
&
ins
->
src
[
1
],
WINED3DSP_WRITEMASK_ALL
,
&
src1_param
);
shader_glsl_
get_register_name
(
&
ins
->
src
[
1
].
reg
,
ins
->
src
[
1
].
reg
.
data_type
,
reg_name
,
NULL
,
ins
->
ctx
);
/* Try to hardcode the loop control parameters if possible. Direct3D 9
* class hardware doesn't support real varying indexing, but Microsoft
...
...
@@ -5054,9 +5054,9 @@ static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
else
{
shader_addline
(
buffer
,
"for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)
\n
{
\n
"
,
state
->
current_loop_depth
,
state
->
current_loop_reg
,
s
rc1_param
.
reg_name
,
state
->
current_loop_depth
,
src1_param
.
reg_name
,
state
->
current_loop_depth
,
state
->
current_loop_reg
,
src1_param
.
reg_name
);
state
->
current_loop_depth
,
state
->
current_loop_reg
,
reg_name
,
s
tate
->
current_loop_depth
,
reg_name
,
state
->
current_loop_depth
,
state
->
current_loop_reg
,
reg_name
);
}
++
state
->
current_loop_reg
;
...
...
@@ -6744,13 +6744,13 @@ static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
{
DWORD
sampler_idx
=
ins
->
dst
[
0
].
reg
.
idx
[
0
].
offset
;
struct
glsl_sample_function
sample_function
;
struct
glsl_src_param
src0_param
;
char
reg_name
[
150
]
;
shader_glsl_
add_src_param
(
ins
,
&
ins
->
src
[
0
],
WINED3DSP_WRITEMASK_ALL
,
&
src0_param
);
shader_glsl_
get_register_name
(
&
ins
->
src
[
0
].
reg
,
ins
->
src
[
0
].
reg
.
data_type
,
reg_name
,
NULL
,
ins
->
ctx
);
shader_glsl_get_sample_function
(
ins
->
ctx
,
sampler_idx
,
sampler_idx
,
0
,
&
sample_function
);
shader_glsl_gen_sample_code
(
ins
,
sampler_idx
,
&
sample_function
,
WINED3DSP_NOSWIZZLE
,
NULL
,
NULL
,
NULL
,
NULL
,
"%s.wx"
,
src0_param
.
reg_name
);
"%s.wx"
,
reg_name
);
shader_glsl_release_sample_function
(
ins
->
ctx
,
&
sample_function
);
}
...
...
@@ -6760,13 +6760,13 @@ static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
{
DWORD
sampler_idx
=
ins
->
dst
[
0
].
reg
.
idx
[
0
].
offset
;
struct
glsl_sample_function
sample_function
;
struct
glsl_src_param
src0_param
;
char
reg_name
[
150
]
;
shader_glsl_
add_src_param
(
ins
,
&
ins
->
src
[
0
],
WINED3DSP_WRITEMASK_ALL
,
&
src0_param
);
shader_glsl_
get_register_name
(
&
ins
->
src
[
0
].
reg
,
ins
->
src
[
0
].
reg
.
data_type
,
reg_name
,
NULL
,
ins
->
ctx
);
shader_glsl_get_sample_function
(
ins
->
ctx
,
sampler_idx
,
sampler_idx
,
0
,
&
sample_function
);
shader_glsl_gen_sample_code
(
ins
,
sampler_idx
,
&
sample_function
,
WINED3DSP_NOSWIZZLE
,
NULL
,
NULL
,
NULL
,
NULL
,
"%s.yz"
,
src0_param
.
reg_name
);
"%s.yz"
,
reg_name
);
shader_glsl_release_sample_function
(
ins
->
ctx
,
&
sample_function
);
}
...
...
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