Commit de4e8cf0 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Avoid a forward declaration.

parent e4433558
......@@ -295,7 +295,20 @@ typedef struct wined3d_settings_s {
extern wined3d_settings_t wined3d_settings;
/* Shader backends */
struct SHADER_OPCODE_ARG;
/* TODO: Make this dynamic, based on shader limits ? */
#define MAX_ATTRIBS 16
#define MAX_REG_ADDR 1
#define MAX_REG_TEMP 32
#define MAX_REG_TEXCRD 8
#define MAX_REG_INPUT 12
#define MAX_REG_OUTPUT 12
#define MAX_CONST_I 16
#define MAX_CONST_B 16
/* FIXME: This needs to go up to 2048 for
* Shader model 3 according to msdn (and for software shaders) */
#define MAX_LABELS 16
#define SHADER_PGMSIZE 65535
typedef struct SHADER_BUFFER {
......@@ -393,6 +406,65 @@ enum WINED3D_SHADER_INSTRUCTION_HANDLER
WINED3DSIH_TABLE_SIZE
};
typedef struct semantic
{
DWORD usage;
DWORD reg;
} semantic;
typedef struct shader_reg_maps
{
DWORD shader_version;
char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
char temporary[MAX_REG_TEMP]; /* pixel, vertex */
char address[MAX_REG_ADDR]; /* vertex */
char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
char attributes[MAX_ATTRIBS]; /* vertex */
char labels[MAX_LABELS]; /* pixel, vertex */
DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
/* Sampler usage tokens
* Use 0 as default (bit 31 is always 1 on a valid token) */
DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
char usesnrm, vpos, usesdsy;
char usesrelconstF;
/* Whether or not loops are used in this shader, and nesting depth */
unsigned loop_depth;
/* Whether or not this shader uses fog */
char fog;
} shader_reg_maps;
typedef struct SHADER_OPCODE
{
unsigned int opcode;
const char *name;
char dst_token;
CONST UINT num_params;
enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
DWORD min_version;
DWORD max_version;
} SHADER_OPCODE;
typedef struct SHADER_OPCODE_ARG
{
IWineD3DBaseShader *shader;
const shader_reg_maps *reg_maps;
CONST SHADER_OPCODE *opcode;
DWORD flags;
BOOL coissue;
DWORD dst;
DWORD dst_addr;
DWORD predicate;
DWORD src[4];
DWORD src_addr[4];
SHADER_BUFFER *buffer;
} SHADER_OPCODE_ARG;
typedef void (*SHADER_HANDLER)(const struct SHADER_OPCODE_ARG *);
struct shader_caps {
......@@ -457,8 +529,6 @@ struct ps_compile_args {
in D3D10 (unconditional NP2 support mandatory). */
};
#define MAX_ATTRIBS 16
enum fog_src_type {
VS_FOG_Z = 0,
VS_FOG_COORD = 1
......@@ -2166,56 +2236,12 @@ BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *dep
void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
UINT wined3d_log2i(UINT32 x);
/* TODO: Make this dynamic, based on shader limits ? */
#define MAX_REG_ADDR 1
#define MAX_REG_TEMP 32
#define MAX_REG_TEXCRD 8
#define MAX_REG_INPUT 12
#define MAX_REG_OUTPUT 12
#define MAX_CONST_I 16
#define MAX_CONST_B 16
/* FIXME: This needs to go up to 2048 for
* Shader model 3 according to msdn (and for software shaders) */
#define MAX_LABELS 16
typedef struct semantic {
DWORD usage;
DWORD reg;
} semantic;
typedef struct local_constant {
struct list entry;
unsigned int idx;
DWORD value[4];
} local_constant;
typedef struct shader_reg_maps {
DWORD shader_version;
char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
char temporary[MAX_REG_TEMP]; /* pixel, vertex */
char address[MAX_REG_ADDR]; /* vertex */
char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
char attributes[MAX_ATTRIBS]; /* vertex */
char labels[MAX_LABELS]; /* pixel, vertex */
DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
/* Sampler usage tokens
* Use 0 as default (bit 31 is always 1 on a valid token) */
DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
char usesnrm, vpos, usesdsy;
char usesrelconstF;
/* Whether or not loops are used in this shader, and nesting depth */
unsigned loop_depth;
/* Whether or not this shader uses fog */
char fog;
} shader_reg_maps;
/* Undocumented opcode controls */
#define INST_CONTROLS_SHIFT 16
#define INST_CONTROLS_MASK 0x00ff0000
......@@ -2229,30 +2255,6 @@ typedef enum COMPARISON_TYPE {
COMPARISON_LE = 6
} COMPARISON_TYPE;
typedef struct SHADER_OPCODE {
unsigned int opcode;
const char* name;
char dst_token;
CONST UINT num_params;
enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
DWORD min_version;
DWORD max_version;
} SHADER_OPCODE;
typedef struct SHADER_OPCODE_ARG {
IWineD3DBaseShader* shader;
const shader_reg_maps *reg_maps;
CONST SHADER_OPCODE* opcode;
DWORD flags;
BOOL coissue;
DWORD dst;
DWORD dst_addr;
DWORD predicate;
DWORD src[4];
DWORD src_addr[4];
SHADER_BUFFER* buffer;
} SHADER_OPCODE_ARG;
typedef struct SHADER_LIMITS {
unsigned int temporary;
unsigned int texcoord;
......
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