Tobias Jakobi : wined3d: Rename some NP2 fixup variables and update comments.
Alexandre Julliard
julliard at winehq.org
Tue Apr 14 15:59:59 CDT 2009
Module: wine
Branch: master
Commit: 0c2514bd8fbf59641972755be0f9582d42c59f70
URL: http://source.winehq.org/git/wine.git/?a=commit;h=0c2514bd8fbf59641972755be0f9582d42c59f70
Author: Tobias Jakobi <liquid.acid at gmx.net>
Date: Thu Apr 9 19:14:03 2009 +0200
wined3d: Rename some NP2 fixup variables and update comments.
---
dlls/wined3d/arb_program_shader.c | 2 +-
dlls/wined3d/glsl_shader.c | 42 ++++++++++++++++++------------------
dlls/wined3d/pixelshader.c | 4 +-
dlls/wined3d/wined3d_private.h | 4 +-
4 files changed, 26 insertions(+), 26 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 7e2b234..abc30bf 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -672,7 +672,7 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD
}
if(shader_is_pshader_version(ins->reg_maps->shader_version)) {
const IWineD3DPixelShaderImpl* const ps = (const IWineD3DPixelShaderImpl*)This;
- if(ps->cur_args->texrect_fixup & (1 << sampler_idx)) {
+ if(ps->cur_args->np2_fixup & (1 << sampler_idx)) {
FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n");
}
}
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 5fa9915..44e5e80 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -100,7 +100,7 @@ struct glsl_shader_prog_link {
GLint vuniformI_locations[MAX_CONST_I];
GLint puniformI_locations[MAX_CONST_I];
GLint posFixup_location;
- GLint rectFixup_location[MAX_FRAGMENT_SAMPLERS];
+ GLint np2Fixup_location[MAX_FRAGMENT_SAMPLERS];
GLint bumpenvmat_location[MAX_TEXTURES];
GLint luminancescale_location[MAX_TEXTURES];
GLint luminanceoffset_location[MAX_TEXTURES];
@@ -503,21 +503,21 @@ static void shader_glsl_load_np2fixup_constants(
return;
}
- if (prog->ps_args.texrect_fixup) {
+ if (prog->ps_args.np2_fixup) {
UINT i;
- UINT fixup = prog->ps_args.texrect_fixup;
+ UINT fixup = prog->ps_args.np2_fixup;
const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
const IWineD3DStateBlockImpl* stateBlock = (const IWineD3DStateBlockImpl*) deviceImpl->stateBlock;
for (i = 0; fixup; fixup >>= 1, ++i) {
- if (-1 != prog->rectFixup_location[i]) {
+ if (-1 != prog->np2Fixup_location[i]) {
const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i];
if (!tex) {
FIXME("Non-existant texture is flagged for NP2 texcoord fixup\n");
continue;
} else {
const float tex_dim[2] = {tex->baseTexture.pow2Matrix[0], tex->baseTexture.pow2Matrix[5]};
- GL_EXTCALL(glUniform2fvARB(prog->rectFixup_location[i], 1, tex_dim));
+ GL_EXTCALL(glUniform2fvARB(prog->np2Fixup_location[i], 1, tex_dim));
}
}
}
@@ -825,12 +825,12 @@ static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const s
shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
}
- if(ps_args->texrect_fixup & (1 << i)) {
- /* RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
+ if(ps_args->np2_fixup & (1 << i)) {
+ /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
* while D3D has them in the (normalized) [0,1]x[0,1] range.
- * samplerRectFixup stores texture dimensions and is updated through
- * shader_glsl_load_constants when the sampler changes. */
- shader_addline(buffer, "uniform vec2 %csamplerRectFixup%u;\n", prefix, i);
+ * samplerNP2Fixup stores texture dimensions and is updated through
+ * shader_glsl_load_np2fixup_constants when the sampler changes. */
+ shader_addline(buffer, "uniform vec2 %csamplerNP2Fixup%u;\n", prefix, i);
}
break;
case WINED3DSTT_CUBE:
@@ -1549,7 +1549,7 @@ static void PRINTF_ATTR(6, 7) shader_glsl_gen_sample_code(const struct wined3d_s
const char *sampler_base;
char dst_swizzle[6];
struct color_fixup_desc fixup;
- BOOL rect_fixup = FALSE;
+ BOOL np2_fixup = FALSE;
va_list args;
shader_glsl_get_swizzle(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
@@ -1560,11 +1560,11 @@ static void PRINTF_ATTR(6, 7) shader_glsl_gen_sample_code(const struct wined3d_s
fixup = This->cur_args->color_fixup[sampler];
sampler_base = "Psampler";
- if(This->cur_args->texrect_fixup & (1 << sampler)) {
+ if(This->cur_args->np2_fixup & (1 << sampler)) {
if(bias) {
- FIXME("Biased sampling from RECT textures is unsupported\n");
+ FIXME("Biased sampling from NP2 textures is unsupported\n");
} else {
- rect_fixup = TRUE;
+ np2_fixup = TRUE;
}
}
} else {
@@ -1583,8 +1583,8 @@ static void PRINTF_ATTR(6, 7) shader_glsl_gen_sample_code(const struct wined3d_s
if(bias) {
shader_addline(ins->buffer, ", %s)%s);\n", bias, dst_swizzle);
} else {
- if (rect_fixup) {
- shader_addline(ins->buffer, " * PsamplerRectFixup%u)%s);\n", sampler, dst_swizzle);
+ if (np2_fixup) {
+ shader_addline(ins->buffer, " * PsamplerNP2Fixup%u)%s);\n", sampler, dst_swizzle);
} else {
shader_addline(ins->buffer, ")%s);\n", dst_swizzle);
}
@@ -3595,14 +3595,14 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
}
}
- if (use_ps && ps_compile_args.texrect_fixup) {
+ if (use_ps && ps_compile_args.np2_fixup) {
char name[32];
for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
- if (ps_compile_args.texrect_fixup & (1 << i)) {
- sprintf(name, "PsamplerRectFixup%u", i);
- entry->rectFixup_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
+ if (ps_compile_args.np2_fixup & (1 << i)) {
+ sprintf(name, "PsamplerNP2Fixup%u", i);
+ entry->np2Fixup_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
} else {
- entry->rectFixup_location[i] = -1;
+ entry->np2Fixup_location[i] = -1;
}
}
}
diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c
index de609a7..d1701f5 100644
--- a/dlls/wined3d/pixelshader.c
+++ b/dlls/wined3d/pixelshader.c
@@ -460,7 +460,7 @@ void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImp
memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set */
args->srgb_correction = stateblock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0;
- args->texrect_fixup = 0;
+ args->np2_fixup = 0;
for(i = 0; i < MAX_FRAGMENT_SAMPLERS; i++) {
if(shader->baseShader.reg_maps.samplers[i] == 0) continue;
@@ -473,7 +473,7 @@ void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImp
/* Flag samplers that need NP2 texcoord fixup. */
if(!tex->baseTexture.pow2Matrix_identity) {
- args->texrect_fixup |= (1 << i);
+ args->np2_fixup |= (1 << i);
}
}
if (shader->baseShader.reg_maps.shader_version >= WINED3DPS_VERSION(3,0))
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index a5ae466..429e2bd 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -538,8 +538,8 @@ struct ps_compile_args {
/* Projected textures(ps 1.0-1.3) */
/* Texture types(2D, Cube, 3D) in ps 1.x */
BOOL srgb_correction;
- WORD texrect_fixup;
- /* Bitmap for texture rect coord fixups (16 samplers max currently).
+ WORD np2_fixup;
+ /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
D3D9 has a limit of 16 samplers and the fixup is superfluous
in D3D10 (unconditional NP2 support mandatory). */
};
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