Commit ca289301 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

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
......@@ -1083,19 +1083,19 @@ void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg) {
}
/* Map the opcode 1-to-1 to the GL code */
void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
void shader_hw_map2gl(SHADER_OPCODE_ARG* arg)
{
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl*)arg->shader;
CONST SHADER_OPCODE* curOpcode = arg->opcode;
SHADER_BUFFER* buffer = arg->buffer;
DWORD dst = arg->dst;
DWORD* src = arg->src;
unsigned int i;
char tmpLine[256];
unsigned int i;
/* Output token related */
char output_rname[256];
char output_wmask[20];
if (shader_is_pshader_version(shader->baseShader.hex_version))
{
BOOL saturate = FALSE;
BOOL centroid = FALSE;
BOOL partialprecision = FALSE;
......@@ -1104,7 +1104,8 @@ void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
strcpy(tmpLine, curOpcode->glname);
/* Process modifiers */
if (0 != (dst & WINED3DSP_DSTMOD_MASK)) {
if (dst & WINED3DSP_DSTMOD_MASK)
{
DWORD mask = dst & WINED3DSP_DSTMOD_MASK;
saturate = mask & WINED3DSPDM_SATURATE;
......@@ -1120,7 +1121,11 @@ void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
shift = (dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
/* Generate input and output registers */
if (curOpcode->num_params > 0) {
if (curOpcode->num_params > 0)
{
/* Output token related */
char output_rname[256];
char output_wmask[20];
char operands[4][100];
/* Generate input register names (with modifiers) */
......@@ -1137,7 +1142,8 @@ void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
strcat(tmpLine, "_SAT");
strcat(tmpLine, " ");
strcat(tmpLine, operands[0]);
for (i = 1; i < curOpcode->num_params; i++) {
for (i = 1; i < curOpcode->num_params; i++)
{
strcat(tmpLine, ", ");
strcat(tmpLine, operands[i]);
}
......@@ -1148,6 +1154,48 @@ void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
if (shift != 0)
pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname);
}
} else {
if ((curOpcode->opcode == WINED3DSIO_MOV && shader_get_regtype(dst) == WINED3DSPR_ADDR)
|| curOpcode->opcode == WINED3DSIO_MOVA) {
memset(tmpLine, 0, sizeof(tmpLine));
if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
{
vshader_program_add_param(arg, src[0], TRUE, tmpLine);
shader_addline(buffer, "ADD TMP.x, %s, helper_const.z;\n", tmpLine);
shader_addline(buffer, "ARL A0.x, TMP.x;\n");
} else {
/* Apple's ARB_vertex_program implementation does not accept an ARL source argument
* with more than one component. Thus replicate the first source argument over all
* 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc)
*/
DWORD parm = src[0] & ~(WINED3DVS_SWIZZLE_MASK);
if((src[0] & WINED3DVS_X_W) == WINED3DVS_X_W) {
parm |= WINED3DVS_X_W | WINED3DVS_Y_W | WINED3DVS_Z_W | WINED3DVS_W_W;
} else if((src[0] & WINED3DVS_X_Z) == WINED3DVS_X_Z) {
parm |= WINED3DVS_X_Z | WINED3DVS_Y_Z | WINED3DVS_Z_Z | WINED3DVS_W_Z;
} else if((src[0] & WINED3DVS_X_Y) == WINED3DVS_X_Y) {
parm |= WINED3DVS_X_Y | WINED3DVS_Y_Y | WINED3DVS_Z_Y | WINED3DVS_W_Y;
} else if((src[0] & WINED3DVS_X_X) == WINED3DVS_X_X) {
parm |= WINED3DVS_X_X | WINED3DVS_Y_X | WINED3DVS_Z_X | WINED3DVS_W_X;
}
vshader_program_add_param(arg, parm, TRUE, tmpLine);
shader_addline(buffer, "ARL A0.x, %s;\n", tmpLine);
}
return;
} else
strcpy(tmpLine, curOpcode->glname);
if (curOpcode->num_params > 0)
{
vshader_program_add_param(arg, dst, FALSE, tmpLine);
for (i = 1; i < curOpcode->num_params; ++i)
{
strcat(tmpLine, ",");
vshader_program_add_param(arg, src[i-1], TRUE, tmpLine);
}
}
shader_addline(buffer, "%s;\n", tmpLine);
}
}
void pshader_hw_texkill(SHADER_OPCODE_ARG* arg) {
......@@ -1660,7 +1708,7 @@ void shader_hw_mnxn(SHADER_OPCODE_ARG* arg) {
for (i = 0; i < nComponents; i++) {
tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
tmpArg.src[1] = arg->src[1]+i;
vshader_hw_map2gl(&tmpArg);
shader_hw_map2gl(&tmpArg);
}
}
......@@ -1733,58 +1781,6 @@ void shader_hw_sincos(SHADER_OPCODE_ARG* arg) {
}
/* TODO: merge with pixel shader */
/* Map the opcode 1-to-1 to the GL code */
void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl*) arg->shader;
CONST SHADER_OPCODE* curOpcode = arg->opcode;
SHADER_BUFFER* buffer = arg->buffer;
DWORD dst = arg->dst;
DWORD* src = arg->src;
DWORD dst_regtype = shader_get_regtype(dst);
char tmpLine[256];
unsigned int i;
if ((curOpcode->opcode == WINED3DSIO_MOV && dst_regtype == WINED3DSPR_ADDR) || curOpcode->opcode == WINED3DSIO_MOVA) {
memset(tmpLine, 0, sizeof(tmpLine));
if(shader->rel_offset) {
vshader_program_add_param(arg, src[0], TRUE, tmpLine);
shader_addline(buffer, "ADD TMP.x, %s, helper_const.z;\n", tmpLine);
shader_addline(buffer, "ARL A0.x, TMP.x;\n");
} else {
/* Apple's ARB_vertex_program implementation does not accept an ARL source argument
* with more than one component. Thus replicate the first source argument over all
* 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc)
*/
DWORD parm = src[0] & ~(WINED3DVS_SWIZZLE_MASK);
if((src[0] & WINED3DVS_X_W) == WINED3DVS_X_W) {
parm |= WINED3DVS_X_W | WINED3DVS_Y_W | WINED3DVS_Z_W | WINED3DVS_W_W;
} else if((src[0] & WINED3DVS_X_Z) == WINED3DVS_X_Z) {
parm |= WINED3DVS_X_Z | WINED3DVS_Y_Z | WINED3DVS_Z_Z | WINED3DVS_W_Z;
} else if((src[0] & WINED3DVS_X_Y) == WINED3DVS_X_Y) {
parm |= WINED3DVS_X_Y | WINED3DVS_Y_Y | WINED3DVS_Z_Y | WINED3DVS_W_Y;
} else if((src[0] & WINED3DVS_X_X) == WINED3DVS_X_X) {
parm |= WINED3DVS_X_X | WINED3DVS_Y_X | WINED3DVS_Z_X | WINED3DVS_W_X;
}
vshader_program_add_param(arg, parm, TRUE, tmpLine);
shader_addline(buffer, "ARL A0.x, %s;\n", tmpLine);
}
return;
} else
strcpy(tmpLine, curOpcode->glname);
if (curOpcode->num_params > 0) {
vshader_program_add_param(arg, dst, FALSE, tmpLine);
for (i = 1; i < curOpcode->num_params; ++i) {
strcat(tmpLine, ",");
vshader_program_add_param(arg, src[i-1], TRUE, tmpLine);
}
}
shader_addline(buffer, "%s;\n", tmpLine);
}
static GLuint create_arb_blt_vertex_program(WineD3D_GL_Info *gl_info) {
GLuint program_id = 0;
const char *blt_vprogram =
......
......@@ -99,32 +99,32 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader*
CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
/* Arithmetic */
{WINED3DSIO_NOP, "nop", "NOP", 0, 0, pshader_hw_map2gl, NULL, 0, 0},
{WINED3DSIO_MOV, "mov", "MOV", 1, 2, pshader_hw_map2gl, shader_glsl_mov, 0, 0},
{WINED3DSIO_ADD, "add", "ADD", 1, 3, pshader_hw_map2gl, shader_glsl_arith, 0, 0},
{WINED3DSIO_SUB, "sub", "SUB", 1, 3, pshader_hw_map2gl, shader_glsl_arith, 0, 0},
{WINED3DSIO_MAD, "mad", "MAD", 1, 4, pshader_hw_map2gl, shader_glsl_mad, 0, 0},
{WINED3DSIO_MUL, "mul", "MUL", 1, 3, pshader_hw_map2gl, shader_glsl_arith, 0, 0},
{WINED3DSIO_RCP, "rcp", "RCP", 1, 2, pshader_hw_map2gl, shader_glsl_rcp, 0, 0},
{WINED3DSIO_RSQ, "rsq", "RSQ", 1, 2, pshader_hw_map2gl, shader_glsl_rsq, 0, 0},
{WINED3DSIO_DP3, "dp3", "DP3", 1, 3, pshader_hw_map2gl, shader_glsl_dot, 0, 0},
{WINED3DSIO_DP4, "dp4", "DP4", 1, 3, pshader_hw_map2gl, shader_glsl_dot, 0, 0},
{WINED3DSIO_MIN, "min", "MIN", 1, 3, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
{WINED3DSIO_MAX, "max", "MAX", 1, 3, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
{WINED3DSIO_SLT, "slt", "SLT", 1, 3, pshader_hw_map2gl, shader_glsl_compare, 0, 0},
{WINED3DSIO_SGE, "sge", "SGE", 1, 3, pshader_hw_map2gl, shader_glsl_compare, 0, 0},
{WINED3DSIO_ABS, "abs", "ABS", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
{WINED3DSIO_EXP, "exp", "EX2", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
{WINED3DSIO_LOG, "log", "LG2", 1, 2, pshader_hw_map2gl, shader_glsl_log, 0, 0},
{WINED3DSIO_EXPP, "expp", "EXP", 1, 2, pshader_hw_map2gl, shader_glsl_expp, 0, 0},
{WINED3DSIO_LOGP, "logp", "LOG", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
{WINED3DSIO_DST, "dst", "DST", 1, 3, pshader_hw_map2gl, shader_glsl_dst, 0, 0},
{WINED3DSIO_LRP, "lrp", "LRP", 1, 4, pshader_hw_map2gl, shader_glsl_lrp, 0, 0},
{WINED3DSIO_FRC, "frc", "FRC", 1, 2, pshader_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, pshader_hw_map2gl, shader_glsl_pow, 0, 0},
{WINED3DSIO_CRS, "crs", "XPD", 1, 3, pshader_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},
......
......@@ -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*/
......
......@@ -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 */
......
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