Stefan Dösinger : wined3d: Pass the ps_compile_args structures to the shader generation code.
Alexandre Julliard
julliard at winehq.org
Fri Dec 19 11:19:11 CST 2008
Module: wine
Branch: master
Commit: 61e581abb46b2d464961ace093fdb6ad7e5345f6
URL: http://source.winehq.org/git/wine.git/?a=commit;h=61e581abb46b2d464961ace093fdb6ad7e5345f6
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Sun Dec 14 15:40:07 2008 +0100
wined3d: Pass the ps_compile_args structures to the shader generation code.
---
dlls/wined3d/arb_program_shader.c | 2 +-
dlls/wined3d/baseshader.c | 2 +-
dlls/wined3d/glsl_shader.c | 2 +-
dlls/wined3d/pixelshader.c | 3 +-
dlls/wined3d/wined3d_private.h | 47 ++++++++++++++++++-------------------
5 files changed, 28 insertions(+), 28 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index dbffcb8..4f37c9b 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -1879,7 +1879,7 @@ static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcol
/* [0.0;1.0] clamping. Not needed, this is done implicitly */
}
-static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
+static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
CONST DWORD *function = This->baseShader.function;
diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c
index 2289746..93f86b2 100644
--- a/dlls/wined3d/baseshader.c
+++ b/dlls/wined3d/baseshader.c
@@ -1130,7 +1130,7 @@ static void shader_none_destroy(IWineD3DBaseShader *iface) {}
static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
static void shader_none_free(IWineD3DDevice *iface) {}
static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
-static GLuint shader_none_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
+static GLuint shader_none_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
FIXME("NONE shader backend asked to generate a pixel shader\n");
return 0;
}
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 205f111..c16e56a 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -3610,7 +3610,7 @@ static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
return FALSE;
}
-static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
+static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
CONST DWORD *function = This->baseShader.function;
diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c
index b6b84b0..94a45cf 100644
--- a/dlls/wined3d/pixelshader.c
+++ b/dlls/wined3d/pixelshader.c
@@ -423,6 +423,7 @@ static GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, const struct ps
CONST DWORD *function = This->baseShader.function;
GLuint retval;
SHADER_BUFFER buffer;
+ IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
TRACE("(%p) : function %p\n", This, function);
@@ -435,7 +436,7 @@ static GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, const struct ps
/* Generate the HW shader */
TRACE("(%p) : Generating hardware program\n", This);
shader_buffer_init(&buffer);
- retval = ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_generate_pshader((IWineD3DPixelShader *)This, &buffer);
+ retval = device->shader_backend->shader_generate_pshader((IWineD3DPixelShader *)This, &buffer, args);
shader_buffer_free(&buffer);
This->baseShader.is_compiled = TRUE;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 195af9f..f308c40 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -427,6 +427,28 @@ enum tex_types
tex_type_count = 5,
};
+enum vertexprocessing_mode {
+ fixedfunction,
+ vertexshader,
+ pretransformed
+};
+
+struct stb_const_desc {
+ char texunit;
+ UINT const_num;
+};
+
+/* Stateblock dependent parameters which have to be hardcoded
+ * into the shader code
+ */
+struct ps_compile_args {
+ struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
+ BOOL srgb_correction;
+ enum vertexprocessing_mode vp_mode;
+ /* Projected textures(ps 1.0-1.3) */
+ /* Texture types(2D, Cube, 3D) in ps 1.x */
+};
+
typedef struct {
const SHADER_HANDLER *shader_instruction_handler_table;
void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
@@ -440,7 +462,7 @@ typedef struct {
HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
void (*shader_free_private)(IWineD3DDevice *iface);
BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
- GLuint (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
+ GLuint (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args);
void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
@@ -2347,29 +2369,6 @@ HRESULT IWineD3DVertexShaderImpl_CompileShader(IWineD3DVertexShader *iface);
/*****************************************************************************
* IDirect3DPixelShader implementation structure
*/
-
-enum vertexprocessing_mode {
- fixedfunction,
- vertexshader,
- pretransformed
-};
-
-struct stb_const_desc {
- char texunit;
- UINT const_num;
-};
-
-/* Stateblock dependent parameters which have to be hardcoded
- * into the shader code
- */
-struct ps_compile_args {
- struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
- BOOL srgb_correction;
- enum vertexprocessing_mode vp_mode;
- /* Projected textures(ps 1.0-1.3) */
- /* Texture types(2D, Cube, 3D) in ps 1.x */
-};
-
struct ps_compiled_shader {
struct ps_compile_args args;
GLuint prgId;
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