Stefan Dösinger : wined3d: Make pixel shader input an array.
Alexandre Julliard
julliard at winehq.org
Tue Nov 6 08:24:40 CST 2007
Module: wine
Branch: master
Commit: 9a9dfc76cbed343635912efde7a4fd35b82c2157
URL: http://source.winehq.org/git/wine.git/?a=commit;h=9a9dfc76cbed343635912efde7a4fd35b82c2157
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Thu Oct 18 14:45:32 2007 +0200
wined3d: Make pixel shader input an array.
---
dlls/wined3d/glsl_shader.c | 19 +++++++++----------
1 files changed, 9 insertions(+), 10 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 7e79e27..2aadbfc 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -617,9 +617,8 @@ void shader_generate_glsl_declarations(
}
/* Declare input register temporaries */
- for (i=0; i < This->baseShader.limits.packed_input; i++) {
- if (reg_maps->packed_input[i])
- shader_addline(buffer, "vec4 IN%lu;\n", i);
+ if(pshader) {
+ shader_addline(buffer, "vec4 IN[%lu];\n", This->baseShader.limits.packed_input);
}
/* Declare output register temporaries */
@@ -775,7 +774,7 @@ static void shader_glsl_get_register_name(
if (pshader) {
/* Pixel shaders >= 3.0 */
if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3)
- sprintf(tmpStr, "IN%u", reg);
+ sprintf(tmpStr, "IN[%u]", reg);
else {
if (reg==0)
strcpy(tmpStr, "gl_Color");
@@ -2514,28 +2513,28 @@ void pshader_glsl_input_pack(
case WINED3DDECLUSAGE_COLOR:
if (usage_idx == 0)
- shader_addline(buffer, "IN%u%s = vec4(gl_Color)%s;\n",
+ shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
i, reg_mask, reg_mask);
else if (usage_idx == 1)
- shader_addline(buffer, "IN%u%s = vec4(gl_SecondaryColor)%s;\n",
+ shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
i, reg_mask, reg_mask);
else
- shader_addline(buffer, "IN%u%s = vec4(unsupported_color_input)%s;\n",
+ shader_addline(buffer, "IN[%u]%s = vec4(unsupported_color_input)%s;\n",
i, reg_mask, reg_mask);
break;
case WINED3DDECLUSAGE_TEXCOORD:
- shader_addline(buffer, "IN%u%s = vec4(gl_TexCoord[%u])%s;\n",
+ shader_addline(buffer, "IN[%u]%s = vec4(gl_TexCoord[%u])%s;\n",
i, reg_mask, usage_idx, reg_mask );
break;
case WINED3DDECLUSAGE_FOG:
- shader_addline(buffer, "IN%u%s = vec4(gl_FogFragCoord)%s;\n",
+ shader_addline(buffer, "IN[%u]%s = vec4(gl_FogFragCoord)%s;\n",
i, reg_mask, reg_mask);
break;
default:
- shader_addline(buffer, "IN%u%s = vec4(unsupported_input)%s;\n",
+ shader_addline(buffer, "IN[%u]%s = vec4(unsupported_input)%s;\n",
i, reg_mask, reg_mask);
}
}
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