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wine
wine-winehq
Commits
db164a99
Commit
db164a99
authored
Dec 06, 2010
by
Henri Verbeet
Committed by
Alexandre Julliard
Dec 07, 2010
Browse files
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Plain Diff
wined3d: Rename shader_reg_maps to wined3d_shader_reg_maps.
For consistency with other shader translation structures.
parent
ac2afd08
Hide whitespace changes
Inline
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Showing
4 changed files
with
40 additions
and
35 deletions
+40
-35
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+14
-13
glsl_shader.c
dlls/wined3d/glsl_shader.c
+11
-8
shader.c
dlls/wined3d/shader.c
+7
-7
wined3d_private.h
dlls/wined3d/wined3d_private.h
+8
-7
No files found.
dlls/wined3d/arb_program_shader.c
View file @
db164a99
...
...
@@ -317,7 +317,7 @@ struct shader_arb_priv
/* GL locking for state handlers is done by the caller. */
static
BOOL
need_rel_addr_const
(
const
struct
arb_vshader_private
*
shader_data
,
const
struct
shader_reg_maps
*
reg_maps
,
const
struct
wined3d_gl_info
*
gl_info
)
const
struct
wined3d_
shader_reg_maps
*
reg_maps
,
const
struct
wined3d_gl_info
*
gl_info
)
{
if
(
shader_data
->
rel_offset
)
return
TRUE
;
if
(
!
reg_maps
->
usesmova
)
return
FALSE
;
...
...
@@ -332,7 +332,7 @@ static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
}
static
BOOL
need_helper_const
(
const
struct
arb_vshader_private
*
shader_data
,
const
struct
shader_reg_maps
*
reg_maps
,
const
struct
wined3d_gl_info
*
gl_info
)
const
struct
wined3d_
shader_reg_maps
*
reg_maps
,
const
struct
wined3d_gl_info
*
gl_info
)
{
if
(
need_rel_addr_const
(
shader_data
,
reg_maps
,
gl_info
))
return
TRUE
;
if
(
!
gl_info
->
supported
[
NV_VERTEX_PROGRAM
])
return
TRUE
;
/* Need to init colors. */
...
...
@@ -345,7 +345,7 @@ static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
}
static
unsigned
int
reserved_vs_const
(
const
struct
arb_vshader_private
*
shader_data
,
const
struct
shader_reg_maps
*
reg_maps
,
const
struct
wined3d_gl_info
*
gl_info
)
const
struct
wined3d_
shader_reg_maps
*
reg_maps
,
const
struct
wined3d_gl_info
*
gl_info
)
{
unsigned
int
ret
=
1
;
/* We use one PARAM for the pos fixup, and in some cases one to load
...
...
@@ -694,8 +694,9 @@ static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
}
/* Generate the variable & register declarations for the ARB_vertex_program output target */
static
DWORD
shader_generate_arb_declarations
(
IWineD3DBaseShader
*
iface
,
const
shader_reg_maps
*
reg_maps
,
struct
wined3d_shader_buffer
*
buffer
,
const
struct
wined3d_gl_info
*
gl_info
,
DWORD
*
lconst_map
,
static
DWORD
shader_generate_arb_declarations
(
IWineD3DBaseShader
*
iface
,
const
struct
wined3d_shader_reg_maps
*
reg_maps
,
struct
wined3d_shader_buffer
*
buffer
,
const
struct
wined3d_gl_info
*
gl_info
,
DWORD
*
lconst_map
,
DWORD
*
num_clipplanes
,
struct
shader_arb_ctx_priv
*
ctx
)
{
IWineD3DBaseShaderImpl
*
This
=
(
IWineD3DBaseShaderImpl
*
)
iface
;
...
...
@@ -931,7 +932,7 @@ static void shader_arb_get_register_name(const struct wined3d_shader_instruction
/* oPos, oFog and oPts in D3D */
static
const
char
*
const
rastout_reg_names
[]
=
{
"TMP_OUT"
,
"result.fogcoord"
,
"result.pointsize"
};
IWineD3DBaseShaderImpl
*
This
=
(
IWineD3DBaseShaderImpl
*
)
ins
->
ctx
->
shader
;
const
struct
shader_reg_maps
*
reg_maps
=
ins
->
ctx
->
reg_maps
;
const
struct
wined3d_
shader_reg_maps
*
reg_maps
=
ins
->
ctx
->
reg_maps
;
BOOL
pshader
=
shader_is_pshader_version
(
reg_maps
->
shader_version
.
type
);
struct
shader_arb_ctx_priv
*
ctx
=
ins
->
ctx
->
backend_data
;
...
...
@@ -1743,7 +1744,7 @@ static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
static
void
shader_hw_mov
(
const
struct
wined3d_shader_instruction
*
ins
)
{
IWineD3DBaseShaderImpl
*
shader
=
(
IWineD3DBaseShaderImpl
*
)
ins
->
ctx
->
shader
;
const
struct
shader_reg_maps
*
reg_maps
=
ins
->
ctx
->
reg_maps
;
const
struct
wined3d_
shader_reg_maps
*
reg_maps
=
ins
->
ctx
->
reg_maps
;
BOOL
pshader
=
shader_is_pshader_version
(
reg_maps
->
shader_version
.
type
);
struct
shader_arb_ctx_priv
*
ctx
=
ins
->
ctx
->
backend_data
;
const
char
*
zero
=
arb_get_helper_value
(
reg_maps
->
shader_version
.
type
,
ARB_ZERO
);
...
...
@@ -3099,7 +3100,7 @@ static void shader_hw_label(const struct wined3d_shader_instruction *ins)
static
void
vshader_add_footer
(
struct
shader_arb_ctx_priv
*
priv_ctx
,
const
struct
arb_vshader_private
*
shader_data
,
const
struct
arb_vs_compile_args
*
args
,
const
struct
shader_reg_maps
*
reg_maps
,
const
struct
wined3d_gl_info
*
gl_info
,
const
struct
wined3d_
shader_reg_maps
*
reg_maps
,
const
struct
wined3d_gl_info
*
gl_info
,
struct
wined3d_shader_buffer
*
buffer
)
{
unsigned
int
i
;
...
...
@@ -3490,7 +3491,7 @@ static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_
static
GLuint
shader_arb_generate_pshader
(
IWineD3DPixelShaderImpl
*
This
,
struct
wined3d_shader_buffer
*
buffer
,
const
struct
arb_ps_compile_args
*
args
,
struct
arb_ps_compiled_shader
*
compiled
)
{
const
s
hader_reg_maps
*
reg_maps
=
&
This
->
baseShader
.
reg_maps
;
const
s
truct
wined3d_shader_reg_maps
*
reg_maps
=
&
This
->
baseShader
.
reg_maps
;
CONST
DWORD
*
function
=
This
->
baseShader
.
function
;
const
struct
wined3d_gl_info
*
gl_info
=
&
((
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
)
->
adapter
->
gl_info
;
const
local_constant
*
lconst
;
...
...
@@ -4070,7 +4071,7 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct
const
struct
arb_vs_compile_args
*
args
,
struct
arb_vs_compiled_shader
*
compiled
)
{
const
struct
arb_vshader_private
*
shader_data
=
This
->
baseShader
.
backend_data
;
const
shader_reg_maps
*
reg_maps
=
&
This
->
baseShader
.
reg_maps
;
const
s
truct
wined3d_s
hader_reg_maps
*
reg_maps
=
&
This
->
baseShader
.
reg_maps
;
CONST
DWORD
*
function
=
This
->
baseShader
.
function
;
IWineD3DDeviceImpl
*
device
=
(
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
;
const
struct
wined3d_gl_info
*
gl_info
=
&
device
->
adapter
->
gl_info
;
...
...
@@ -4337,7 +4338,7 @@ static struct arb_vs_compiled_shader *find_arb_vshader(IWineD3DVertexShaderImpl
if
(
!
shader
->
baseShader
.
backend_data
)
{
const
struct
shader_reg_maps
*
reg_maps
=
&
shader
->
baseShader
.
reg_maps
;
const
struct
wined3d_
shader_reg_maps
*
reg_maps
=
&
shader
->
baseShader
.
reg_maps
;
shader
->
baseShader
.
backend_data
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
shader_data
));
shader_data
=
shader
->
baseShader
.
backend_data
;
...
...
@@ -5058,7 +5059,7 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL
static
inline
BOOL
get_bool_const
(
const
struct
wined3d_shader_instruction
*
ins
,
IWineD3DBaseShaderImpl
*
This
,
DWORD
idx
)
{
const
struct
shader_reg_maps
*
reg_maps
=
ins
->
ctx
->
reg_maps
;
const
struct
wined3d_
shader_reg_maps
*
reg_maps
=
ins
->
ctx
->
reg_maps
;
BOOL
vshader
=
shader_is_vshader_version
(
reg_maps
->
shader_version
.
type
);
WORD
bools
=
0
;
WORD
flag
=
(
1
<<
idx
);
...
...
@@ -5089,7 +5090,7 @@ static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
static
void
get_loop_control_const
(
const
struct
wined3d_shader_instruction
*
ins
,
IWineD3DBaseShaderImpl
*
This
,
UINT
idx
,
struct
wined3d_shader_loop_control
*
loop_control
)
{
const
struct
shader_reg_maps
*
reg_maps
=
ins
->
ctx
->
reg_maps
;
const
struct
wined3d_
shader_reg_maps
*
reg_maps
=
ins
->
ctx
->
reg_maps
;
struct
shader_arb_ctx_priv
*
priv
=
ins
->
ctx
->
backend_data
;
/* Integer constants can either be a local constant, or they can be stored in the shader
...
...
dlls/wined3d/glsl_shader.c
View file @
db164a99
...
...
@@ -907,7 +907,7 @@ static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_in
/** Generate the variable & register declarations for the GLSL output target */
static
void
shader_generate_glsl_declarations
(
const
struct
wined3d_context
*
context
,
struct
wined3d_shader_buffer
*
buffer
,
IWineD3DBaseShader
*
iface
,
const
shader_reg_maps
*
reg_maps
,
struct
shader_glsl_ctx_priv
*
ctx_priv
)
const
s
truct
wined3d_s
hader_reg_maps
*
reg_maps
,
struct
shader_glsl_ctx_priv
*
ctx_priv
)
{
IWineD3DBaseShaderImpl
*
This
=
(
IWineD3DBaseShaderImpl
*
)
iface
;
IWineD3DDeviceImpl
*
device
=
(
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
;
...
...
@@ -1304,7 +1304,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
static
const
char
*
const
hwrastout_reg_names
[]
=
{
"OUT[10]"
,
"OUT[11].x"
,
"OUT[11].y"
};
IWineD3DBaseShaderImpl
*
This
=
(
IWineD3DBaseShaderImpl
*
)
ins
->
ctx
->
shader
;
const
struct
shader_reg_maps
*
reg_maps
=
ins
->
ctx
->
reg_maps
;
const
struct
wined3d_
shader_reg_maps
*
reg_maps
=
ins
->
ctx
->
reg_maps
;
const
struct
wined3d_gl_info
*
gl_info
=
ins
->
ctx
->
gl_info
;
char
pshader
=
shader_is_pshader_version
(
reg_maps
->
shader_version
.
type
);
...
...
@@ -3631,7 +3631,7 @@ static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
}
static
void
shader_glsl_input_pack
(
IWineD3DPixelShader
*
iface
,
struct
wined3d_shader_buffer
*
buffer
,
const
struct
wined3d_shader_signature_element
*
input_signature
,
const
struct
shader_reg_maps
*
reg_maps
,
const
struct
wined3d_shader_signature_element
*
input_signature
,
const
struct
wined3d_
shader_reg_maps
*
reg_maps
,
enum
vertexprocessing_mode
vertexprocessing
)
{
unsigned
int
i
;
...
...
@@ -3733,9 +3733,12 @@ static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struc
HeapFree
(
GetProcessHeap
(),
0
,
entry
);
}
static
void
handle_ps3_input
(
struct
wined3d_shader_buffer
*
buffer
,
const
struct
wined3d_gl_info
*
gl_info
,
const
DWORD
*
map
,
const
struct
wined3d_shader_signature_element
*
input_signature
,
const
struct
shader_reg_maps
*
reg_maps_in
,
const
struct
wined3d_shader_signature_element
*
output_signature
,
const
struct
shader_reg_maps
*
reg_maps_out
)
static
void
handle_ps3_input
(
struct
wined3d_shader_buffer
*
buffer
,
const
struct
wined3d_gl_info
*
gl_info
,
const
DWORD
*
map
,
const
struct
wined3d_shader_signature_element
*
input_signature
,
const
struct
wined3d_shader_reg_maps
*
reg_maps_in
,
const
struct
wined3d_shader_signature_element
*
output_signature
,
const
struct
wined3d_shader_reg_maps
*
reg_maps_out
)
{
unsigned
int
i
,
j
;
const
char
*
semantic_name_in
;
...
...
@@ -3957,7 +3960,7 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
struct
wined3d_shader_buffer
*
buffer
,
IWineD3DPixelShaderImpl
*
This
,
const
struct
ps_compile_args
*
args
,
struct
ps_np2fixup_info
*
np2fixup_info
)
{
const
struct
shader_reg_maps
*
reg_maps
=
&
This
->
baseShader
.
reg_maps
;
const
struct
wined3d_
shader_reg_maps
*
reg_maps
=
&
This
->
baseShader
.
reg_maps
;
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
CONST
DWORD
*
function
=
This
->
baseShader
.
function
;
struct
shader_glsl_ctx_priv
priv_ctx
;
...
...
@@ -4061,7 +4064,7 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
struct
wined3d_shader_buffer
*
buffer
,
IWineD3DVertexShaderImpl
*
This
,
const
struct
vs_compile_args
*
args
)
{
const
struct
shader_reg_maps
*
reg_maps
=
&
This
->
baseShader
.
reg_maps
;
const
struct
wined3d_
shader_reg_maps
*
reg_maps
=
&
This
->
baseShader
.
reg_maps
;
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
CONST
DWORD
*
function
=
This
->
baseShader
.
function
;
struct
shader_glsl_ctx_priv
priv_ctx
;
...
...
dlls/wined3d/shader.c
View file @
db164a99
...
...
@@ -348,7 +348,7 @@ static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
bitmap
[
idx
]
|=
(
1
<<
shift
);
}
static
void
shader_record_register_usage
(
IWineD3DBaseShaderImpl
*
shader
,
struct
shader_reg_maps
*
reg_maps
,
static
void
shader_record_register_usage
(
IWineD3DBaseShaderImpl
*
shader
,
struct
wined3d_
shader_reg_maps
*
reg_maps
,
const
struct
wined3d_shader_register
*
reg
,
enum
wined3d_shader_type
shader_type
)
{
switch
(
reg
->
type
)
...
...
@@ -449,7 +449,7 @@ static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HAN
/* Note that this does not count the loop register as an address register. */
static
HRESULT
shader_get_registers_used
(
IWineD3DBaseShader
*
iface
,
const
struct
wined3d_shader_frontend
*
fe
,
struct
shader_reg_maps
*
reg_maps
,
struct
wined3d_shader_signature_element
*
input_signature
,
struct
wined3d_
shader_reg_maps
*
reg_maps
,
struct
wined3d_shader_signature_element
*
input_signature
,
struct
wined3d_shader_signature_element
*
output_signature
,
const
DWORD
*
byte_code
,
DWORD
constf_size
)
{
IWineD3DBaseShaderImpl
*
shader
=
(
IWineD3DBaseShaderImpl
*
)
iface
;
...
...
@@ -830,7 +830,7 @@ static HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct
return
WINED3D_OK
;
}
unsigned
int
shader_find_free_input_register
(
const
struct
shader_reg_maps
*
reg_maps
,
unsigned
int
max
)
unsigned
int
shader_find_free_input_register
(
const
struct
wined3d_
shader_reg_maps
*
reg_maps
,
unsigned
int
max
)
{
DWORD
map
=
1
<<
max
;
map
|=
map
-
1
;
...
...
@@ -1164,7 +1164,7 @@ void shader_dump_src_param(const struct wined3d_shader_src_param *param,
/* Shared code in order to generate the bulk of the shader string.
* NOTE: A description of how to parse tokens can be found on MSDN. */
void
shader_generate_main
(
IWineD3DBaseShader
*
iface
,
struct
wined3d_shader_buffer
*
buffer
,
const
shader_reg_maps
*
reg_maps
,
const
DWORD
*
byte_code
,
void
*
backend_ctx
)
const
s
truct
wined3d_s
hader_reg_maps
*
reg_maps
,
const
DWORD
*
byte_code
,
void
*
backend_ctx
)
{
IWineD3DBaseShaderImpl
*
shader
=
(
IWineD3DBaseShaderImpl
*
)
iface
;
IWineD3DDeviceImpl
*
device
=
(
IWineD3DDeviceImpl
*
)
shader
->
baseShader
.
device
;
...
...
@@ -1579,7 +1579,7 @@ static HRESULT shader_get_function(IWineD3DBaseShaderImpl *shader, void *data, U
static
HRESULT
shader_set_function
(
IWineD3DBaseShaderImpl
*
shader
,
const
DWORD
*
byte_code
,
const
struct
wined3d_shader_signature
*
output_signature
,
DWORD
float_const_count
)
{
struct
shader_reg_maps
*
reg_maps
=
&
shader
->
baseShader
.
reg_maps
;
struct
wined3d_
shader_reg_maps
*
reg_maps
=
&
shader
->
baseShader
.
reg_maps
;
const
struct
wined3d_shader_frontend
*
fe
;
HRESULT
hr
;
...
...
@@ -1845,7 +1845,7 @@ HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *
const
DWORD
*
byte_code
,
const
struct
wined3d_shader_signature
*
output_signature
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
)
{
struct
shader_reg_maps
*
reg_maps
=
&
shader
->
baseShader
.
reg_maps
;
struct
wined3d_
shader_reg_maps
*
reg_maps
=
&
shader
->
baseShader
.
reg_maps
;
unsigned
int
i
;
HRESULT
hr
;
WORD
map
;
...
...
@@ -2317,7 +2317,7 @@ HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *de
return
WINED3D_OK
;
}
void
pixelshader_update_samplers
(
struct
shader_reg_maps
*
reg_maps
,
IWineD3DBaseTexture
*
const
*
textures
)
void
pixelshader_update_samplers
(
struct
wined3d_
shader_reg_maps
*
reg_maps
,
IWineD3DBaseTexture
*
const
*
textures
)
{
WINED3DSAMPLER_TEXTURE_TYPE
*
sampler_type
=
reg_maps
->
sampler_type
;
unsigned
int
i
;
...
...
dlls/wined3d/wined3d_private.h
View file @
db164a99
...
...
@@ -530,7 +530,7 @@ struct wined3d_shader_version
#define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
typedef
struct
shader_reg_maps
struct
wined3d_
shader_reg_maps
{
struct
wined3d_shader_version
shader_version
;
BYTE
texcoord
;
/* MAX_REG_TEXCRD, 8 */
...
...
@@ -569,7 +569,7 @@ typedef struct shader_reg_maps
unsigned
loop_depth
;
unsigned
highest_render_target
;
UINT
min_rel_offset
,
max_rel_offset
;
}
shader_reg_maps
;
};
/* Keeps track of details for TEX_M#x# instructions which need to maintain
* state information between multiple instructions. */
...
...
@@ -589,7 +589,7 @@ struct wined3d_shader_context
{
IWineD3DBaseShader
*
shader
;
const
struct
wined3d_gl_info
*
gl_info
;
const
struct
shader_reg_maps
*
reg_maps
;
const
struct
wined3d_
shader_reg_maps
*
reg_maps
;
struct
wined3d_shader_buffer
*
buffer
;
struct
wined3d_shader_tex_mx
*
tex_mx
;
struct
wined3d_shader_loop_state
*
loop_state
;
...
...
@@ -2754,7 +2754,7 @@ typedef struct IWineD3DBaseShaderClass
struct
list
constantsB
;
struct
list
constantsF
;
struct
list
constantsI
;
shader_reg_maps
reg_maps
;
s
truct
wined3d_s
hader_reg_maps
reg_maps
;
struct
wined3d_shader_signature_element
input_signature
[
max
(
MAX_ATTRIBS
,
MAX_REG_INPUT
)];
struct
wined3d_shader_signature_element
output_signature
[
MAX_REG_OUTPUT
];
...
...
@@ -2780,9 +2780,10 @@ void shader_dump_src_param(const struct wined3d_shader_src_param *param,
const
struct
wined3d_shader_version
*
shader_version
)
DECLSPEC_HIDDEN
;
void
shader_dump_dst_param
(
const
struct
wined3d_shader_dst_param
*
param
,
const
struct
wined3d_shader_version
*
shader_version
)
DECLSPEC_HIDDEN
;
unsigned
int
shader_find_free_input_register
(
const
struct
shader_reg_maps
*
reg_maps
,
unsigned
int
max
)
DECLSPEC_HIDDEN
;
unsigned
int
shader_find_free_input_register
(
const
struct
wined3d_shader_reg_maps
*
reg_maps
,
unsigned
int
max
)
DECLSPEC_HIDDEN
;
void
shader_generate_main
(
IWineD3DBaseShader
*
iface
,
struct
wined3d_shader_buffer
*
buffer
,
const
shader_reg_maps
*
reg_maps
,
const
DWORD
*
pFunction
,
void
*
backend_ctx
)
DECLSPEC_HIDDEN
;
const
s
truct
wined3d_s
hader_reg_maps
*
reg_maps
,
const
DWORD
*
pFunction
,
void
*
backend_ctx
)
DECLSPEC_HIDDEN
;
BOOL
shader_match_semantic
(
const
char
*
semantic_name
,
WINED3DDECLUSAGE
usage
)
DECLSPEC_HIDDEN
;
static
inline
BOOL
shader_is_pshader_version
(
enum
wined3d_shader_type
type
)
...
...
@@ -2930,7 +2931,7 @@ typedef struct IWineD3DPixelShaderImpl {
HRESULT
pixelshader_init
(
IWineD3DPixelShaderImpl
*
shader
,
IWineD3DDeviceImpl
*
device
,
const
DWORD
*
byte_code
,
const
struct
wined3d_shader_signature
*
output_signature
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
)
DECLSPEC_HIDDEN
;
void
pixelshader_update_samplers
(
struct
shader_reg_maps
*
reg_maps
,
void
pixelshader_update_samplers
(
struct
wined3d_
shader_reg_maps
*
reg_maps
,
IWineD3DBaseTexture
*
const
*
textures
)
DECLSPEC_HIDDEN
;
void
find_ps_compile_args
(
const
struct
wined3d_state
*
state
,
IWineD3DPixelShaderImpl
*
shader
,
struct
ps_compile_args
*
args
)
DECLSPEC_HIDDEN
;
...
...
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