Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
W
wine-winehq
Project
Project
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Registry
Registry
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
wine
wine-winehq
Commits
ca289301
Commit
ca289301
authored
Sep 22, 2008
by
Henri Verbeet
Committed by
Alexandre Julliard
Sep 23, 2008
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
wined3d: Merge pshader_hw_map2gl() and vshader_hw_map2gl().
This isn't the prettiest way to merge those functions, but it's a start.
parent
9d192c62
Expand all
Hide whitespace changes
Inline
Side-by-side
Showing
4 changed files
with
160 additions
and
165 deletions
+160
-165
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+112
-116
pixelshader.c
dlls/wined3d/pixelshader.c
+24
-24
vertexshader.c
dlls/wined3d/vertexshader.c
+23
-23
wined3d_private.h
dlls/wined3d/wined3d_private.h
+1
-2
No files found.
dlls/wined3d/arb_program_shader.c
View file @
ca289301
This diff is collapsed.
Click to expand it.
dlls/wined3d/pixelshader.c
View file @
ca289301
...
...
@@ -99,32 +99,32 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader*
CONST
SHADER_OPCODE
IWineD3DPixelShaderImpl_shader_ins
[]
=
{
/* Arithmetic */
{
WINED3DSIO_NOP
,
"nop"
,
"NOP"
,
0
,
0
,
p
shader_hw_map2gl
,
NULL
,
0
,
0
},
{
WINED3DSIO_MOV
,
"mov"
,
"MOV"
,
1
,
2
,
p
shader_hw_map2gl
,
shader_glsl_mov
,
0
,
0
},
{
WINED3DSIO_ADD
,
"add"
,
"ADD"
,
1
,
3
,
p
shader_hw_map2gl
,
shader_glsl_arith
,
0
,
0
},
{
WINED3DSIO_SUB
,
"sub"
,
"SUB"
,
1
,
3
,
p
shader_hw_map2gl
,
shader_glsl_arith
,
0
,
0
},
{
WINED3DSIO_MAD
,
"mad"
,
"MAD"
,
1
,
4
,
p
shader_hw_map2gl
,
shader_glsl_mad
,
0
,
0
},
{
WINED3DSIO_MUL
,
"mul"
,
"MUL"
,
1
,
3
,
p
shader_hw_map2gl
,
shader_glsl_arith
,
0
,
0
},
{
WINED3DSIO_RCP
,
"rcp"
,
"RCP"
,
1
,
2
,
p
shader_hw_map2gl
,
shader_glsl_rcp
,
0
,
0
},
{
WINED3DSIO_RSQ
,
"rsq"
,
"RSQ"
,
1
,
2
,
p
shader_hw_map2gl
,
shader_glsl_rsq
,
0
,
0
},
{
WINED3DSIO_DP3
,
"dp3"
,
"DP3"
,
1
,
3
,
p
shader_hw_map2gl
,
shader_glsl_dot
,
0
,
0
},
{
WINED3DSIO_DP4
,
"dp4"
,
"DP4"
,
1
,
3
,
p
shader_hw_map2gl
,
shader_glsl_dot
,
0
,
0
},
{
WINED3DSIO_MIN
,
"min"
,
"MIN"
,
1
,
3
,
p
shader_hw_map2gl
,
shader_glsl_map2gl
,
0
,
0
},
{
WINED3DSIO_MAX
,
"max"
,
"MAX"
,
1
,
3
,
p
shader_hw_map2gl
,
shader_glsl_map2gl
,
0
,
0
},
{
WINED3DSIO_SLT
,
"slt"
,
"SLT"
,
1
,
3
,
p
shader_hw_map2gl
,
shader_glsl_compare
,
0
,
0
},
{
WINED3DSIO_SGE
,
"sge"
,
"SGE"
,
1
,
3
,
p
shader_hw_map2gl
,
shader_glsl_compare
,
0
,
0
},
{
WINED3DSIO_ABS
,
"abs"
,
"ABS"
,
1
,
2
,
p
shader_hw_map2gl
,
shader_glsl_map2gl
,
0
,
0
},
{
WINED3DSIO_EXP
,
"exp"
,
"EX2"
,
1
,
2
,
p
shader_hw_map2gl
,
shader_glsl_map2gl
,
0
,
0
},
{
WINED3DSIO_LOG
,
"log"
,
"LG2"
,
1
,
2
,
p
shader_hw_map2gl
,
shader_glsl_log
,
0
,
0
},
{
WINED3DSIO_EXPP
,
"expp"
,
"EXP"
,
1
,
2
,
p
shader_hw_map2gl
,
shader_glsl_expp
,
0
,
0
},
{
WINED3DSIO_LOGP
,
"logp"
,
"LOG"
,
1
,
2
,
p
shader_hw_map2gl
,
shader_glsl_map2gl
,
0
,
0
},
{
WINED3DSIO_DST
,
"dst"
,
"DST"
,
1
,
3
,
p
shader_hw_map2gl
,
shader_glsl_dst
,
0
,
0
},
{
WINED3DSIO_LRP
,
"lrp"
,
"LRP"
,
1
,
4
,
p
shader_hw_map2gl
,
shader_glsl_lrp
,
0
,
0
},
{
WINED3DSIO_FRC
,
"frc"
,
"FRC"
,
1
,
2
,
p
shader_hw_map2gl
,
shader_glsl_map2gl
,
0
,
0
},
{
WINED3DSIO_NOP
,
"nop"
,
"NOP"
,
0
,
0
,
shader_hw_map2gl
,
NULL
,
0
,
0
},
{
WINED3DSIO_MOV
,
"mov"
,
"MOV"
,
1
,
2
,
shader_hw_map2gl
,
shader_glsl_mov
,
0
,
0
},
{
WINED3DSIO_ADD
,
"add"
,
"ADD"
,
1
,
3
,
shader_hw_map2gl
,
shader_glsl_arith
,
0
,
0
},
{
WINED3DSIO_SUB
,
"sub"
,
"SUB"
,
1
,
3
,
shader_hw_map2gl
,
shader_glsl_arith
,
0
,
0
},
{
WINED3DSIO_MAD
,
"mad"
,
"MAD"
,
1
,
4
,
shader_hw_map2gl
,
shader_glsl_mad
,
0
,
0
},
{
WINED3DSIO_MUL
,
"mul"
,
"MUL"
,
1
,
3
,
shader_hw_map2gl
,
shader_glsl_arith
,
0
,
0
},
{
WINED3DSIO_RCP
,
"rcp"
,
"RCP"
,
1
,
2
,
shader_hw_map2gl
,
shader_glsl_rcp
,
0
,
0
},
{
WINED3DSIO_RSQ
,
"rsq"
,
"RSQ"
,
1
,
2
,
shader_hw_map2gl
,
shader_glsl_rsq
,
0
,
0
},
{
WINED3DSIO_DP3
,
"dp3"
,
"DP3"
,
1
,
3
,
shader_hw_map2gl
,
shader_glsl_dot
,
0
,
0
},
{
WINED3DSIO_DP4
,
"dp4"
,
"DP4"
,
1
,
3
,
shader_hw_map2gl
,
shader_glsl_dot
,
0
,
0
},
{
WINED3DSIO_MIN
,
"min"
,
"MIN"
,
1
,
3
,
shader_hw_map2gl
,
shader_glsl_map2gl
,
0
,
0
},
{
WINED3DSIO_MAX
,
"max"
,
"MAX"
,
1
,
3
,
shader_hw_map2gl
,
shader_glsl_map2gl
,
0
,
0
},
{
WINED3DSIO_SLT
,
"slt"
,
"SLT"
,
1
,
3
,
shader_hw_map2gl
,
shader_glsl_compare
,
0
,
0
},
{
WINED3DSIO_SGE
,
"sge"
,
"SGE"
,
1
,
3
,
shader_hw_map2gl
,
shader_glsl_compare
,
0
,
0
},
{
WINED3DSIO_ABS
,
"abs"
,
"ABS"
,
1
,
2
,
shader_hw_map2gl
,
shader_glsl_map2gl
,
0
,
0
},
{
WINED3DSIO_EXP
,
"exp"
,
"EX2"
,
1
,
2
,
shader_hw_map2gl
,
shader_glsl_map2gl
,
0
,
0
},
{
WINED3DSIO_LOG
,
"log"
,
"LG2"
,
1
,
2
,
shader_hw_map2gl
,
shader_glsl_log
,
0
,
0
},
{
WINED3DSIO_EXPP
,
"expp"
,
"EXP"
,
1
,
2
,
shader_hw_map2gl
,
shader_glsl_expp
,
0
,
0
},
{
WINED3DSIO_LOGP
,
"logp"
,
"LOG"
,
1
,
2
,
shader_hw_map2gl
,
shader_glsl_map2gl
,
0
,
0
},
{
WINED3DSIO_DST
,
"dst"
,
"DST"
,
1
,
3
,
shader_hw_map2gl
,
shader_glsl_dst
,
0
,
0
},
{
WINED3DSIO_LRP
,
"lrp"
,
"LRP"
,
1
,
4
,
shader_hw_map2gl
,
shader_glsl_lrp
,
0
,
0
},
{
WINED3DSIO_FRC
,
"frc"
,
"FRC"
,
1
,
2
,
shader_hw_map2gl
,
shader_glsl_map2gl
,
0
,
0
},
{
WINED3DSIO_CND
,
"cnd"
,
NULL
,
1
,
4
,
pshader_hw_cnd
,
shader_glsl_cnd
,
WINED3DPS_VERSION
(
1
,
0
),
WINED3DPS_VERSION
(
1
,
4
)},
{
WINED3DSIO_CMP
,
"cmp"
,
NULL
,
1
,
4
,
pshader_hw_cmp
,
shader_glsl_cmp
,
WINED3DPS_VERSION
(
1
,
2
),
WINED3DPS_VERSION
(
3
,
0
)},
{
WINED3DSIO_POW
,
"pow"
,
"POW"
,
1
,
3
,
p
shader_hw_map2gl
,
shader_glsl_pow
,
0
,
0
},
{
WINED3DSIO_CRS
,
"crs"
,
"XPD"
,
1
,
3
,
p
shader_hw_map2gl
,
shader_glsl_cross
,
0
,
0
},
{
WINED3DSIO_POW
,
"pow"
,
"POW"
,
1
,
3
,
shader_hw_map2gl
,
shader_glsl_pow
,
0
,
0
},
{
WINED3DSIO_CRS
,
"crs"
,
"XPD"
,
1
,
3
,
shader_hw_map2gl
,
shader_glsl_cross
,
0
,
0
},
{
WINED3DSIO_NRM
,
"nrm"
,
NULL
,
1
,
2
,
shader_hw_nrm
,
shader_glsl_map2gl
,
0
,
0
},
{
WINED3DSIO_SINCOS
,
"sincos"
,
NULL
,
1
,
4
,
shader_hw_sincos
,
shader_glsl_sincos
,
WINED3DPS_VERSION
(
2
,
0
),
WINED3DPS_VERSION
(
2
,
1
)},
{
WINED3DSIO_SINCOS
,
"sincos"
,
"SCS"
,
1
,
2
,
shader_hw_sincos
,
shader_glsl_sincos
,
WINED3DPS_VERSION
(
3
,
0
),
-
1
},
...
...
dlls/wined3d/vertexshader.c
View file @
ca289301
...
...
@@ -43,32 +43,32 @@ CONST SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[] = {
/* This table is not order or position dependent. */
/* Arithmetic */
{
WINED3DSIO_NOP
,
"nop"
,
"NOP"
,
0
,
0
,
vshader_hw_map2gl
,
NULL
,
0
,
0
},
{
WINED3DSIO_MOV
,
"mov"
,
"MOV"
,
1
,
2
,
vshader_hw_map2gl
,
shader_glsl_mov
,
0
,
0
},
{
WINED3DSIO_MOVA
,
"mova"
,
NULL
,
1
,
2
,
vshader_hw_map2gl
,
shader_glsl_mov
,
WINED3DVS_VERSION
(
2
,
0
),
-
1
},
{
WINED3DSIO_ADD
,
"add"
,
"ADD"
,
1
,
3
,
vshader_hw_map2gl
,
shader_glsl_arith
,
0
,
0
},
{
WINED3DSIO_SUB
,
"sub"
,
"SUB"
,
1
,
3
,
vshader_hw_map2gl
,
shader_glsl_arith
,
0
,
0
},
{
WINED3DSIO_MAD
,
"mad"
,
"MAD"
,
1
,
4
,
vshader_hw_map2gl
,
shader_glsl_mad
,
0
,
0
},
{
WINED3DSIO_MUL
,
"mul"
,
"MUL"
,
1
,
3
,
vshader_hw_map2gl
,
shader_glsl_arith
,
0
,
0
},
{
WINED3DSIO_NOP
,
"nop"
,
"NOP"
,
0
,
0
,
shader_hw_map2gl
,
NULL
,
0
,
0
},
{
WINED3DSIO_MOV
,
"mov"
,
"MOV"
,
1
,
2
,
shader_hw_map2gl
,
shader_glsl_mov
,
0
,
0
},
{
WINED3DSIO_MOVA
,
"mova"
,
NULL
,
1
,
2
,
shader_hw_map2gl
,
shader_glsl_mov
,
WINED3DVS_VERSION
(
2
,
0
),
-
1
},
{
WINED3DSIO_ADD
,
"add"
,
"ADD"
,
1
,
3
,
shader_hw_map2gl
,
shader_glsl_arith
,
0
,
0
},
{
WINED3DSIO_SUB
,
"sub"
,
"SUB"
,
1
,
3
,
shader_hw_map2gl
,
shader_glsl_arith
,
0
,
0
},
{
WINED3DSIO_MAD
,
"mad"
,
"MAD"
,
1
,
4
,
shader_hw_map2gl
,
shader_glsl_mad
,
0
,
0
},
{
WINED3DSIO_MUL
,
"mul"
,
"MUL"
,
1
,
3
,
shader_hw_map2gl
,
shader_glsl_arith
,
0
,
0
},
{
WINED3DSIO_RCP
,
"rcp"
,
"RCP"
,
1
,
2
,
vshader_hw_rsq_rcp
,
shader_glsl_rcp
,
0
,
0
},
{
WINED3DSIO_RSQ
,
"rsq"
,
"RSQ"
,
1
,
2
,
vshader_hw_rsq_rcp
,
shader_glsl_rsq
,
0
,
0
},
{
WINED3DSIO_DP3
,
"dp3"
,
"DP3"
,
1
,
3
,
vshader_hw_map2gl
,
shader_glsl_dot
,
0
,
0
},
{
WINED3DSIO_DP4
,
"dp4"
,
"DP4"
,
1
,
3
,
vshader_hw_map2gl
,
shader_glsl_dot
,
0
,
0
},
{
WINED3DSIO_MIN
,
"min"
,
"MIN"
,
1
,
3
,
vshader_hw_map2gl
,
shader_glsl_map2gl
,
0
,
0
},
{
WINED3DSIO_MAX
,
"max"
,
"MAX"
,
1
,
3
,
vshader_hw_map2gl
,
shader_glsl_map2gl
,
0
,
0
},
{
WINED3DSIO_SLT
,
"slt"
,
"SLT"
,
1
,
3
,
vshader_hw_map2gl
,
shader_glsl_compare
,
0
,
0
},
{
WINED3DSIO_SGE
,
"sge"
,
"SGE"
,
1
,
3
,
vshader_hw_map2gl
,
shader_glsl_compare
,
0
,
0
},
{
WINED3DSIO_ABS
,
"abs"
,
"ABS"
,
1
,
2
,
vshader_hw_map2gl
,
shader_glsl_map2gl
,
0
,
0
},
{
WINED3DSIO_EXP
,
"exp"
,
"EX2"
,
1
,
2
,
vshader_hw_map2gl
,
shader_glsl_map2gl
,
0
,
0
},
{
WINED3DSIO_LOG
,
"log"
,
"LG2"
,
1
,
2
,
vshader_hw_map2gl
,
shader_glsl_map2gl
,
0
,
0
},
{
WINED3DSIO_EXPP
,
"expp"
,
"EXP"
,
1
,
2
,
vshader_hw_map2gl
,
shader_glsl_expp
,
0
,
0
},
{
WINED3DSIO_LOGP
,
"logp"
,
"LOG"
,
1
,
2
,
vshader_hw_map2gl
,
shader_glsl_map2gl
,
0
,
0
},
{
WINED3DSIO_LIT
,
"lit"
,
"LIT"
,
1
,
2
,
vshader_hw_map2gl
,
shader_glsl_lit
,
0
,
0
},
{
WINED3DSIO_DST
,
"dst"
,
"DST"
,
1
,
3
,
vshader_hw_map2gl
,
shader_glsl_dst
,
0
,
0
},
{
WINED3DSIO_DP3
,
"dp3"
,
"DP3"
,
1
,
3
,
shader_hw_map2gl
,
shader_glsl_dot
,
0
,
0
},
{
WINED3DSIO_DP4
,
"dp4"
,
"DP4"
,
1
,
3
,
shader_hw_map2gl
,
shader_glsl_dot
,
0
,
0
},
{
WINED3DSIO_MIN
,
"min"
,
"MIN"
,
1
,
3
,
shader_hw_map2gl
,
shader_glsl_map2gl
,
0
,
0
},
{
WINED3DSIO_MAX
,
"max"
,
"MAX"
,
1
,
3
,
shader_hw_map2gl
,
shader_glsl_map2gl
,
0
,
0
},
{
WINED3DSIO_SLT
,
"slt"
,
"SLT"
,
1
,
3
,
shader_hw_map2gl
,
shader_glsl_compare
,
0
,
0
},
{
WINED3DSIO_SGE
,
"sge"
,
"SGE"
,
1
,
3
,
shader_hw_map2gl
,
shader_glsl_compare
,
0
,
0
},
{
WINED3DSIO_ABS
,
"abs"
,
"ABS"
,
1
,
2
,
shader_hw_map2gl
,
shader_glsl_map2gl
,
0
,
0
},
{
WINED3DSIO_EXP
,
"exp"
,
"EX2"
,
1
,
2
,
shader_hw_map2gl
,
shader_glsl_map2gl
,
0
,
0
},
{
WINED3DSIO_LOG
,
"log"
,
"LG2"
,
1
,
2
,
shader_hw_map2gl
,
shader_glsl_map2gl
,
0
,
0
},
{
WINED3DSIO_EXPP
,
"expp"
,
"EXP"
,
1
,
2
,
shader_hw_map2gl
,
shader_glsl_expp
,
0
,
0
},
{
WINED3DSIO_LOGP
,
"logp"
,
"LOG"
,
1
,
2
,
shader_hw_map2gl
,
shader_glsl_map2gl
,
0
,
0
},
{
WINED3DSIO_LIT
,
"lit"
,
"LIT"
,
1
,
2
,
shader_hw_map2gl
,
shader_glsl_lit
,
0
,
0
},
{
WINED3DSIO_DST
,
"dst"
,
"DST"
,
1
,
3
,
shader_hw_map2gl
,
shader_glsl_dst
,
0
,
0
},
{
WINED3DSIO_LRP
,
"lrp"
,
"LRP"
,
1
,
4
,
NULL
,
shader_glsl_lrp
,
0
,
0
},
{
WINED3DSIO_FRC
,
"frc"
,
"FRC"
,
1
,
2
,
vshader_hw_map2gl
,
shader_glsl_map2gl
,
0
,
0
},
{
WINED3DSIO_POW
,
"pow"
,
"POW"
,
1
,
3
,
vshader_hw_map2gl
,
shader_glsl_pow
,
0
,
0
},
{
WINED3DSIO_CRS
,
"crs"
,
"XPD"
,
1
,
3
,
vshader_hw_map2gl
,
shader_glsl_cross
,
0
,
0
},
{
WINED3DSIO_FRC
,
"frc"
,
"FRC"
,
1
,
2
,
shader_hw_map2gl
,
shader_glsl_map2gl
,
0
,
0
},
{
WINED3DSIO_POW
,
"pow"
,
"POW"
,
1
,
3
,
shader_hw_map2gl
,
shader_glsl_pow
,
0
,
0
},
{
WINED3DSIO_CRS
,
"crs"
,
"XPD"
,
1
,
3
,
shader_hw_map2gl
,
shader_glsl_cross
,
0
,
0
},
/* TODO: sng can possibly be performed a s
RCP tmp, vec
MUL out, tmp, vec*/
...
...
dlls/wined3d/wined3d_private.h
View file @
ca289301
...
...
@@ -2030,7 +2030,6 @@ extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
extern
void
pshader_hw_bem
(
SHADER_OPCODE_ARG
*
arg
);
extern
void
pshader_hw_cnd
(
SHADER_OPCODE_ARG
*
arg
);
extern
void
pshader_hw_cmp
(
SHADER_OPCODE_ARG
*
arg
);
extern
void
pshader_hw_map2gl
(
SHADER_OPCODE_ARG
*
arg
);
extern
void
pshader_hw_tex
(
SHADER_OPCODE_ARG
*
arg
);
extern
void
pshader_hw_texcoord
(
SHADER_OPCODE_ARG
*
arg
);
extern
void
pshader_hw_texreg2ar
(
SHADER_OPCODE_ARG
*
arg
);
...
...
@@ -2052,12 +2051,12 @@ extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
extern
void
pshader_hw_texreg2rgb
(
SHADER_OPCODE_ARG
*
arg
);
/* ARB vertex / pixel shader common prototypes */
extern
void
shader_hw_map2gl
(
SHADER_OPCODE_ARG
*
arg
);
extern
void
shader_hw_nrm
(
SHADER_OPCODE_ARG
*
arg
);
extern
void
shader_hw_sincos
(
SHADER_OPCODE_ARG
*
arg
);
extern
void
shader_hw_mnxn
(
SHADER_OPCODE_ARG
*
arg
);
/* ARB vertex shader prototypes */
extern
void
vshader_hw_map2gl
(
SHADER_OPCODE_ARG
*
arg
);
extern
void
vshader_hw_rsq_rcp
(
SHADER_OPCODE_ARG
*
arg
);
/* GLSL helper functions */
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment