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wine
wine-winehq
Commits
ee49230c
Commit
ee49230c
authored
Sep 16, 2008
by
Henri Verbeet
Committed by
Alexandre Julliard
Sep 16, 2008
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Plain Diff
Make some ARB program structs and functions private to the backend.
parent
c2178eb6
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2 changed files
with
21 additions
and
35 deletions
+21
-35
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+21
-5
wined3d_private.h
dlls/wined3d/wined3d_private.h
+0
-30
No files found.
dlls/wined3d/arb_program_shader.c
View file @
ee49230c
...
...
@@ -39,6 +39,22 @@ WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
#define GLINFO_LOCATION (*gl_info)
/* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
* so upload them above that
*/
#define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
#define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
/* ARB_program_shader private data */
struct
shader_arb_priv
{
GLuint
current_vprogram_id
;
GLuint
current_fprogram_id
;
GLuint
depth_blt_vprogram_id
;
GLuint
depth_blt_fprogram_id
;
BOOL
use_arbfp_fixed_func
;
struct
hash_table_t
*
fragment_shaders
;
};
/********************************************************
* ARB_[vertex/fragment]_program helper functions follow
********************************************************/
...
...
@@ -150,7 +166,7 @@ static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, Win
* We only support float constants in ARB at the moment, so don't
* worry about the Integers or Booleans
*/
void
shader_arb_load_constants
(
static
void
shader_arb_load_constants
(
IWineD3DDevice
*
device
,
char
usePixelShader
,
char
useVertexShader
)
{
...
...
@@ -234,7 +250,7 @@ void shader_arb_load_constants(
}
/* Generate the variable & register declarations for the ARB_vertex_program output target */
void
shader_generate_arb_declarations
(
static
void
shader_generate_arb_declarations
(
IWineD3DBaseShader
*
iface
,
shader_reg_maps
*
reg_maps
,
SHADER_BUFFER
*
buffer
,
...
...
@@ -3195,7 +3211,7 @@ static void arbfp_blit_free(IWineD3DDevice *iface) {
LEAVE_GL
();
}
BOOL
gen_planar_yuv_read
(
SHADER_BUFFER
*
buffer
,
WINED3DFORMAT
fmt
,
GLenum
textype
,
char
*
luminance
)
{
static
BOOL
gen_planar_yuv_read
(
SHADER_BUFFER
*
buffer
,
WINED3DFORMAT
fmt
,
GLenum
textype
,
char
*
luminance
)
{
char
chroma
;
const
char
*
tex
,
*
texinstr
;
...
...
@@ -3281,7 +3297,7 @@ BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, WINED3DFORMAT fmt, GLenum textyp
return
TRUE
;
}
BOOL
gen_yv12_read
(
SHADER_BUFFER
*
buffer
,
WINED3DFORMAT
fmt
,
GLenum
textype
,
char
*
luminance
)
{
static
BOOL
gen_yv12_read
(
SHADER_BUFFER
*
buffer
,
WINED3DFORMAT
fmt
,
GLenum
textype
,
char
*
luminance
)
{
const
char
*
tex
;
switch
(
textype
)
{
...
...
@@ -3426,7 +3442,7 @@ BOOL gen_yv12_read(SHADER_BUFFER *buffer, WINED3DFORMAT fmt, GLenum textype, cha
return
TRUE
;
}
GLuint
gen_yuv_shader
(
IWineD3DDeviceImpl
*
device
,
WINED3DFORMAT
fmt
,
GLenum
textype
)
{
static
GLuint
gen_yuv_shader
(
IWineD3DDeviceImpl
*
device
,
WINED3DFORMAT
fmt
,
GLenum
textype
)
{
GLenum
shader
;
SHADER_BUFFER
buffer
;
char
luminance_component
;
...
...
dlls/wined3d/wined3d_private.h
View file @
ee49230c
...
...
@@ -255,16 +255,6 @@ extern const shader_backend_t glsl_shader_backend;
extern
const
shader_backend_t
arb_program_shader_backend
;
extern
const
shader_backend_t
none_shader_backend
;
/* ARB_program_shader private data */
struct
shader_arb_priv
{
GLuint
current_vprogram_id
;
GLuint
current_fprogram_id
;
GLuint
depth_blt_vprogram_id
;
GLuint
depth_blt_fprogram_id
;
BOOL
use_arbfp_fixed_func
;
struct
hash_table_t
*
fragment_shaders
;
};
/* X11 locking */
extern
void
(
*
wine_tsx11_lock_ptr
)(
void
);
...
...
@@ -468,8 +458,6 @@ extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
#define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
(((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
void
depth_copy
(
IWineD3DDevice
*
iface
);
/* Routines and structures related to state management */
typedef
struct
WineD3DContext
WineD3DContext
;
typedef
void
(
*
APPLYSTATEFUNC
)(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
WineD3DContext
*
ctx
);
...
...
@@ -2023,12 +2011,6 @@ extern BOOL vshader_input_is_color(
extern
HRESULT
allocate_shader_constants
(
IWineD3DStateBlockImpl
*
object
);
/* ARB_[vertex/fragment]_program helper functions */
extern
void
shader_arb_load_constants
(
IWineD3DDevice
*
device
,
char
usePixelShader
,
char
useVertexShader
);
/* ARB shader program Prototypes */
extern
void
shader_hw_def
(
SHADER_OPCODE_ARG
*
arg
);
...
...
@@ -2193,12 +2175,6 @@ extern HRESULT shader_get_registers_used(
CONST
DWORD
*
pToken
,
IWineD3DStateBlockImpl
*
stateBlock
);
extern
void
shader_generate_arb_declarations
(
IWineD3DBaseShader
*
iface
,
shader_reg_maps
*
reg_maps
,
SHADER_BUFFER
*
buffer
,
WineD3D_GL_Info
*
gl_info
);
extern
void
shader_generate_main
(
IWineD3DBaseShader
*
iface
,
SHADER_BUFFER
*
buffer
,
...
...
@@ -2297,12 +2273,6 @@ static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD
}
/* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
* so upload them above that
*/
#define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
#define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
/*****************************************************************************
* IDirect3DVertexShader implementation structure
*/
...
...
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