wined3d: Merge pshader_hw_map2gl() and vshader_hw_map2gl().
Henri Verbeet
hverbeet at codeweavers.com
Mon Sep 22 07:52:57 CDT 2008
This isn't the prettiest way to merge those functions, but it's a start
---
dlls/wined3d/arb_program_shader.c | 228 ++++++++++++++++++-------------------
dlls/wined3d/pixelshader.c | 48 ++++----
dlls/wined3d/vertexshader.c | 46 ++++----
dlls/wined3d/wined3d_private.h | 3 +-
4 files changed, 160 insertions(+), 165 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 2bb70c3..f6cb4ce 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -1083,71 +1083,119 @@ void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg) {
}
/* Map the opcode 1-to-1 to the GL code */
-void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
+void shader_hw_map2gl(SHADER_OPCODE_ARG* arg)
+{
+ IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl*)arg->shader;
+ CONST SHADER_OPCODE* curOpcode = arg->opcode;
+ SHADER_BUFFER* buffer = arg->buffer;
+ DWORD dst = arg->dst;
+ DWORD* src = arg->src;
- CONST SHADER_OPCODE* curOpcode = arg->opcode;
- SHADER_BUFFER* buffer = arg->buffer;
- DWORD dst = arg->dst;
- DWORD* src = arg->src;
-
- unsigned int i;
- char tmpLine[256];
-
- /* Output token related */
- char output_rname[256];
- char output_wmask[20];
- BOOL saturate = FALSE;
- BOOL centroid = FALSE;
- BOOL partialprecision = FALSE;
- DWORD shift;
-
- strcpy(tmpLine, curOpcode->glname);
-
- /* Process modifiers */
- if (0 != (dst & WINED3DSP_DSTMOD_MASK)) {
- DWORD mask = dst & WINED3DSP_DSTMOD_MASK;
-
- saturate = mask & WINED3DSPDM_SATURATE;
- centroid = mask & WINED3DSPDM_MSAMPCENTROID;
- partialprecision = mask & WINED3DSPDM_PARTIALPRECISION;
- mask &= ~(WINED3DSPDM_MSAMPCENTROID | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_SATURATE);
- if (mask)
- FIXME("Unrecognized modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
-
- if (centroid)
- FIXME("Unhandled modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
- }
- shift = (dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
-
- /* Generate input and output registers */
- if (curOpcode->num_params > 0) {
- char operands[4][100];
-
- /* Generate input register names (with modifiers) */
- for (i = 1; i < curOpcode->num_params; ++i)
- pshader_gen_input_modifier_line(arg->shader, buffer, src[i-1], i-1, operands[i]);
-
- /* Handle output register */
- pshader_get_register_name(arg->shader, dst, output_rname);
- strcpy(operands[0], output_rname);
- shader_arb_get_write_mask(arg, dst, output_wmask);
- strcat(operands[0], output_wmask);
-
- if (saturate && (shift == 0))
- strcat(tmpLine, "_SAT");
- strcat(tmpLine, " ");
- strcat(tmpLine, operands[0]);
- for (i = 1; i < curOpcode->num_params; i++) {
- strcat(tmpLine, ", ");
- strcat(tmpLine, operands[i]);
- }
- strcat(tmpLine,";\n");
- shader_addline(buffer, tmpLine);
+ char tmpLine[256];
+ unsigned int i;
- /* A shift requires another line. */
- if (shift != 0)
- pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname);
- }
+ if (shader_is_pshader_version(shader->baseShader.hex_version))
+ {
+ BOOL saturate = FALSE;
+ BOOL centroid = FALSE;
+ BOOL partialprecision = FALSE;
+ DWORD shift;
+
+ strcpy(tmpLine, curOpcode->glname);
+
+ /* Process modifiers */
+ if (dst & WINED3DSP_DSTMOD_MASK)
+ {
+ DWORD mask = dst & WINED3DSP_DSTMOD_MASK;
+
+ saturate = mask & WINED3DSPDM_SATURATE;
+ centroid = mask & WINED3DSPDM_MSAMPCENTROID;
+ partialprecision = mask & WINED3DSPDM_PARTIALPRECISION;
+ mask &= ~(WINED3DSPDM_MSAMPCENTROID | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_SATURATE);
+ if (mask)
+ FIXME("Unrecognized modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
+
+ if (centroid)
+ FIXME("Unhandled modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
+ }
+ shift = (dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
+
+ /* Generate input and output registers */
+ if (curOpcode->num_params > 0)
+ {
+ /* Output token related */
+ char output_rname[256];
+ char output_wmask[20];
+ char operands[4][100];
+
+ /* Generate input register names (with modifiers) */
+ for (i = 1; i < curOpcode->num_params; ++i)
+ pshader_gen_input_modifier_line(arg->shader, buffer, src[i-1], i-1, operands[i]);
+
+ /* Handle output register */
+ pshader_get_register_name(arg->shader, dst, output_rname);
+ strcpy(operands[0], output_rname);
+ shader_arb_get_write_mask(arg, dst, output_wmask);
+ strcat(operands[0], output_wmask);
+
+ if (saturate && (shift == 0))
+ strcat(tmpLine, "_SAT");
+ strcat(tmpLine, " ");
+ strcat(tmpLine, operands[0]);
+ for (i = 1; i < curOpcode->num_params; i++)
+ {
+ strcat(tmpLine, ", ");
+ strcat(tmpLine, operands[i]);
+ }
+ strcat(tmpLine,";\n");
+ shader_addline(buffer, tmpLine);
+
+ /* A shift requires another line. */
+ if (shift != 0)
+ pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname);
+ }
+ } else {
+ if ((curOpcode->opcode == WINED3DSIO_MOV && shader_get_regtype(dst) == WINED3DSPR_ADDR)
+ || curOpcode->opcode == WINED3DSIO_MOVA) {
+ memset(tmpLine, 0, sizeof(tmpLine));
+ if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
+ {
+ vshader_program_add_param(arg, src[0], TRUE, tmpLine);
+ shader_addline(buffer, "ADD TMP.x, %s, helper_const.z;\n", tmpLine);
+ shader_addline(buffer, "ARL A0.x, TMP.x;\n");
+ } else {
+ /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
+ * with more than one component. Thus replicate the first source argument over all
+ * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc)
+ */
+ DWORD parm = src[0] & ~(WINED3DVS_SWIZZLE_MASK);
+ if((src[0] & WINED3DVS_X_W) == WINED3DVS_X_W) {
+ parm |= WINED3DVS_X_W | WINED3DVS_Y_W | WINED3DVS_Z_W | WINED3DVS_W_W;
+ } else if((src[0] & WINED3DVS_X_Z) == WINED3DVS_X_Z) {
+ parm |= WINED3DVS_X_Z | WINED3DVS_Y_Z | WINED3DVS_Z_Z | WINED3DVS_W_Z;
+ } else if((src[0] & WINED3DVS_X_Y) == WINED3DVS_X_Y) {
+ parm |= WINED3DVS_X_Y | WINED3DVS_Y_Y | WINED3DVS_Z_Y | WINED3DVS_W_Y;
+ } else if((src[0] & WINED3DVS_X_X) == WINED3DVS_X_X) {
+ parm |= WINED3DVS_X_X | WINED3DVS_Y_X | WINED3DVS_Z_X | WINED3DVS_W_X;
+ }
+ vshader_program_add_param(arg, parm, TRUE, tmpLine);
+ shader_addline(buffer, "ARL A0.x, %s;\n", tmpLine);
+ }
+ return;
+ } else
+ strcpy(tmpLine, curOpcode->glname);
+
+ if (curOpcode->num_params > 0)
+ {
+ vshader_program_add_param(arg, dst, FALSE, tmpLine);
+ for (i = 1; i < curOpcode->num_params; ++i)
+ {
+ strcat(tmpLine, ",");
+ vshader_program_add_param(arg, src[i-1], TRUE, tmpLine);
+ }
+ }
+ shader_addline(buffer, "%s;\n", tmpLine);
+ }
}
void pshader_hw_texkill(SHADER_OPCODE_ARG* arg) {
@@ -1660,7 +1708,7 @@ void shader_hw_mnxn(SHADER_OPCODE_ARG* arg) {
for (i = 0; i < nComponents; i++) {
tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
tmpArg.src[1] = arg->src[1]+i;
- vshader_hw_map2gl(&tmpArg);
+ shader_hw_map2gl(&tmpArg);
}
}
@@ -1733,58 +1781,6 @@ void shader_hw_sincos(SHADER_OPCODE_ARG* arg) {
}
-/* TODO: merge with pixel shader */
-/* Map the opcode 1-to-1 to the GL code */
-void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
-
- IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl*) arg->shader;
- CONST SHADER_OPCODE* curOpcode = arg->opcode;
- SHADER_BUFFER* buffer = arg->buffer;
- DWORD dst = arg->dst;
- DWORD* src = arg->src;
-
- DWORD dst_regtype = shader_get_regtype(dst);
- char tmpLine[256];
- unsigned int i;
-
- if ((curOpcode->opcode == WINED3DSIO_MOV && dst_regtype == WINED3DSPR_ADDR) || curOpcode->opcode == WINED3DSIO_MOVA) {
- memset(tmpLine, 0, sizeof(tmpLine));
- if(shader->rel_offset) {
- vshader_program_add_param(arg, src[0], TRUE, tmpLine);
- shader_addline(buffer, "ADD TMP.x, %s, helper_const.z;\n", tmpLine);
- shader_addline(buffer, "ARL A0.x, TMP.x;\n");
- } else {
- /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
- * with more than one component. Thus replicate the first source argument over all
- * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc)
- */
- DWORD parm = src[0] & ~(WINED3DVS_SWIZZLE_MASK);
- if((src[0] & WINED3DVS_X_W) == WINED3DVS_X_W) {
- parm |= WINED3DVS_X_W | WINED3DVS_Y_W | WINED3DVS_Z_W | WINED3DVS_W_W;
- } else if((src[0] & WINED3DVS_X_Z) == WINED3DVS_X_Z) {
- parm |= WINED3DVS_X_Z | WINED3DVS_Y_Z | WINED3DVS_Z_Z | WINED3DVS_W_Z;
- } else if((src[0] & WINED3DVS_X_Y) == WINED3DVS_X_Y) {
- parm |= WINED3DVS_X_Y | WINED3DVS_Y_Y | WINED3DVS_Z_Y | WINED3DVS_W_Y;
- } else if((src[0] & WINED3DVS_X_X) == WINED3DVS_X_X) {
- parm |= WINED3DVS_X_X | WINED3DVS_Y_X | WINED3DVS_Z_X | WINED3DVS_W_X;
- }
- vshader_program_add_param(arg, parm, TRUE, tmpLine);
- shader_addline(buffer, "ARL A0.x, %s;\n", tmpLine);
- }
- return;
- } else
- strcpy(tmpLine, curOpcode->glname);
-
- if (curOpcode->num_params > 0) {
- vshader_program_add_param(arg, dst, FALSE, tmpLine);
- for (i = 1; i < curOpcode->num_params; ++i) {
- strcat(tmpLine, ",");
- vshader_program_add_param(arg, src[i-1], TRUE, tmpLine);
- }
- }
- shader_addline(buffer, "%s;\n", tmpLine);
-}
-
static GLuint create_arb_blt_vertex_program(WineD3D_GL_Info *gl_info) {
GLuint program_id = 0;
const char *blt_vprogram =
diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c
index 29cd368..4b619d8 100644
--- a/dlls/wined3d/pixelshader.c
+++ b/dlls/wined3d/pixelshader.c
@@ -99,32 +99,32 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader*
CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
/* Arithmetic */
- {WINED3DSIO_NOP, "nop", "NOP", 0, 0, pshader_hw_map2gl, NULL, 0, 0},
- {WINED3DSIO_MOV, "mov", "MOV", 1, 2, pshader_hw_map2gl, shader_glsl_mov, 0, 0},
- {WINED3DSIO_ADD, "add", "ADD", 1, 3, pshader_hw_map2gl, shader_glsl_arith, 0, 0},
- {WINED3DSIO_SUB, "sub", "SUB", 1, 3, pshader_hw_map2gl, shader_glsl_arith, 0, 0},
- {WINED3DSIO_MAD, "mad", "MAD", 1, 4, pshader_hw_map2gl, shader_glsl_mad, 0, 0},
- {WINED3DSIO_MUL, "mul", "MUL", 1, 3, pshader_hw_map2gl, shader_glsl_arith, 0, 0},
- {WINED3DSIO_RCP, "rcp", "RCP", 1, 2, pshader_hw_map2gl, shader_glsl_rcp, 0, 0},
- {WINED3DSIO_RSQ, "rsq", "RSQ", 1, 2, pshader_hw_map2gl, shader_glsl_rsq, 0, 0},
- {WINED3DSIO_DP3, "dp3", "DP3", 1, 3, pshader_hw_map2gl, shader_glsl_dot, 0, 0},
- {WINED3DSIO_DP4, "dp4", "DP4", 1, 3, pshader_hw_map2gl, shader_glsl_dot, 0, 0},
- {WINED3DSIO_MIN, "min", "MIN", 1, 3, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
- {WINED3DSIO_MAX, "max", "MAX", 1, 3, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
- {WINED3DSIO_SLT, "slt", "SLT", 1, 3, pshader_hw_map2gl, shader_glsl_compare, 0, 0},
- {WINED3DSIO_SGE, "sge", "SGE", 1, 3, pshader_hw_map2gl, shader_glsl_compare, 0, 0},
- {WINED3DSIO_ABS, "abs", "ABS", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
- {WINED3DSIO_EXP, "exp", "EX2", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
- {WINED3DSIO_LOG, "log", "LG2", 1, 2, pshader_hw_map2gl, shader_glsl_log, 0, 0},
- {WINED3DSIO_EXPP, "expp", "EXP", 1, 2, pshader_hw_map2gl, shader_glsl_expp, 0, 0},
- {WINED3DSIO_LOGP, "logp", "LOG", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
- {WINED3DSIO_DST, "dst", "DST", 1, 3, pshader_hw_map2gl, shader_glsl_dst, 0, 0},
- {WINED3DSIO_LRP, "lrp", "LRP", 1, 4, pshader_hw_map2gl, shader_glsl_lrp, 0, 0},
- {WINED3DSIO_FRC, "frc", "FRC", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
+ {WINED3DSIO_NOP, "nop", "NOP", 0, 0, shader_hw_map2gl, NULL, 0, 0},
+ {WINED3DSIO_MOV, "mov", "MOV", 1, 2, shader_hw_map2gl, shader_glsl_mov, 0, 0},
+ {WINED3DSIO_ADD, "add", "ADD", 1, 3, shader_hw_map2gl, shader_glsl_arith, 0, 0},
+ {WINED3DSIO_SUB, "sub", "SUB", 1, 3, shader_hw_map2gl, shader_glsl_arith, 0, 0},
+ {WINED3DSIO_MAD, "mad", "MAD", 1, 4, shader_hw_map2gl, shader_glsl_mad, 0, 0},
+ {WINED3DSIO_MUL, "mul", "MUL", 1, 3, shader_hw_map2gl, shader_glsl_arith, 0, 0},
+ {WINED3DSIO_RCP, "rcp", "RCP", 1, 2, shader_hw_map2gl, shader_glsl_rcp, 0, 0},
+ {WINED3DSIO_RSQ, "rsq", "RSQ", 1, 2, shader_hw_map2gl, shader_glsl_rsq, 0, 0},
+ {WINED3DSIO_DP3, "dp3", "DP3", 1, 3, shader_hw_map2gl, shader_glsl_dot, 0, 0},
+ {WINED3DSIO_DP4, "dp4", "DP4", 1, 3, shader_hw_map2gl, shader_glsl_dot, 0, 0},
+ {WINED3DSIO_MIN, "min", "MIN", 1, 3, shader_hw_map2gl, shader_glsl_map2gl, 0, 0},
+ {WINED3DSIO_MAX, "max", "MAX", 1, 3, shader_hw_map2gl, shader_glsl_map2gl, 0, 0},
+ {WINED3DSIO_SLT, "slt", "SLT", 1, 3, shader_hw_map2gl, shader_glsl_compare, 0, 0},
+ {WINED3DSIO_SGE, "sge", "SGE", 1, 3, shader_hw_map2gl, shader_glsl_compare, 0, 0},
+ {WINED3DSIO_ABS, "abs", "ABS", 1, 2, shader_hw_map2gl, shader_glsl_map2gl, 0, 0},
+ {WINED3DSIO_EXP, "exp", "EX2", 1, 2, shader_hw_map2gl, shader_glsl_map2gl, 0, 0},
+ {WINED3DSIO_LOG, "log", "LG2", 1, 2, shader_hw_map2gl, shader_glsl_log, 0, 0},
+ {WINED3DSIO_EXPP, "expp", "EXP", 1, 2, shader_hw_map2gl, shader_glsl_expp, 0, 0},
+ {WINED3DSIO_LOGP, "logp", "LOG", 1, 2, shader_hw_map2gl, shader_glsl_map2gl, 0, 0},
+ {WINED3DSIO_DST, "dst", "DST", 1, 3, shader_hw_map2gl, shader_glsl_dst, 0, 0},
+ {WINED3DSIO_LRP, "lrp", "LRP", 1, 4, shader_hw_map2gl, shader_glsl_lrp, 0, 0},
+ {WINED3DSIO_FRC, "frc", "FRC", 1, 2, shader_hw_map2gl, shader_glsl_map2gl, 0, 0},
{WINED3DSIO_CND, "cnd", NULL, 1, 4, pshader_hw_cnd, shader_glsl_cnd, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,4)},
{WINED3DSIO_CMP, "cmp", NULL, 1, 4, pshader_hw_cmp, shader_glsl_cmp, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(3,0)},
- {WINED3DSIO_POW, "pow", "POW", 1, 3, pshader_hw_map2gl, shader_glsl_pow, 0, 0},
- {WINED3DSIO_CRS, "crs", "XPD", 1, 3, pshader_hw_map2gl, shader_glsl_cross, 0, 0},
+ {WINED3DSIO_POW, "pow", "POW", 1, 3, shader_hw_map2gl, shader_glsl_pow, 0, 0},
+ {WINED3DSIO_CRS, "crs", "XPD", 1, 3, shader_hw_map2gl, shader_glsl_cross, 0, 0},
{WINED3DSIO_NRM, "nrm", NULL, 1, 2, shader_hw_nrm, shader_glsl_map2gl, 0, 0},
{WINED3DSIO_SINCOS, "sincos", NULL, 1, 4, shader_hw_sincos, shader_glsl_sincos, WINED3DPS_VERSION(2,0), WINED3DPS_VERSION(2,1)},
{WINED3DSIO_SINCOS, "sincos", "SCS", 1, 2, shader_hw_sincos, shader_glsl_sincos, WINED3DPS_VERSION(3,0), -1},
diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c
index 928b97d..68faa19 100644
--- a/dlls/wined3d/vertexshader.c
+++ b/dlls/wined3d/vertexshader.c
@@ -43,32 +43,32 @@ CONST SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[] = {
/* This table is not order or position dependent. */
/* Arithmetic */
- {WINED3DSIO_NOP, "nop", "NOP", 0, 0, vshader_hw_map2gl, NULL, 0, 0},
- {WINED3DSIO_MOV, "mov", "MOV", 1, 2, vshader_hw_map2gl, shader_glsl_mov, 0, 0},
- {WINED3DSIO_MOVA, "mova", NULL, 1, 2, vshader_hw_map2gl, shader_glsl_mov, WINED3DVS_VERSION(2,0), -1},
- {WINED3DSIO_ADD, "add", "ADD", 1, 3, vshader_hw_map2gl, shader_glsl_arith, 0, 0},
- {WINED3DSIO_SUB, "sub", "SUB", 1, 3, vshader_hw_map2gl, shader_glsl_arith, 0, 0},
- {WINED3DSIO_MAD, "mad", "MAD", 1, 4, vshader_hw_map2gl, shader_glsl_mad, 0, 0},
- {WINED3DSIO_MUL, "mul", "MUL", 1, 3, vshader_hw_map2gl, shader_glsl_arith, 0, 0},
+ {WINED3DSIO_NOP, "nop", "NOP", 0, 0, shader_hw_map2gl, NULL, 0, 0},
+ {WINED3DSIO_MOV, "mov", "MOV", 1, 2, shader_hw_map2gl, shader_glsl_mov, 0, 0},
+ {WINED3DSIO_MOVA, "mova", NULL, 1, 2, shader_hw_map2gl, shader_glsl_mov, WINED3DVS_VERSION(2,0), -1},
+ {WINED3DSIO_ADD, "add", "ADD", 1, 3, shader_hw_map2gl, shader_glsl_arith, 0, 0},
+ {WINED3DSIO_SUB, "sub", "SUB", 1, 3, shader_hw_map2gl, shader_glsl_arith, 0, 0},
+ {WINED3DSIO_MAD, "mad", "MAD", 1, 4, shader_hw_map2gl, shader_glsl_mad, 0, 0},
+ {WINED3DSIO_MUL, "mul", "MUL", 1, 3, shader_hw_map2gl, shader_glsl_arith, 0, 0},
{WINED3DSIO_RCP, "rcp", "RCP", 1, 2, vshader_hw_rsq_rcp, shader_glsl_rcp, 0, 0},
{WINED3DSIO_RSQ, "rsq", "RSQ", 1, 2, vshader_hw_rsq_rcp, shader_glsl_rsq, 0, 0},
- {WINED3DSIO_DP3, "dp3", "DP3", 1, 3, vshader_hw_map2gl, shader_glsl_dot, 0, 0},
- {WINED3DSIO_DP4, "dp4", "DP4", 1, 3, vshader_hw_map2gl, shader_glsl_dot, 0, 0},
- {WINED3DSIO_MIN, "min", "MIN", 1, 3, vshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
- {WINED3DSIO_MAX, "max", "MAX", 1, 3, vshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
- {WINED3DSIO_SLT, "slt", "SLT", 1, 3, vshader_hw_map2gl, shader_glsl_compare, 0, 0},
- {WINED3DSIO_SGE, "sge", "SGE", 1, 3, vshader_hw_map2gl, shader_glsl_compare, 0, 0},
- {WINED3DSIO_ABS, "abs", "ABS", 1, 2, vshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
- {WINED3DSIO_EXP, "exp", "EX2", 1, 2, vshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
- {WINED3DSIO_LOG, "log", "LG2", 1, 2, vshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
- {WINED3DSIO_EXPP, "expp", "EXP", 1, 2, vshader_hw_map2gl, shader_glsl_expp, 0, 0},
- {WINED3DSIO_LOGP, "logp", "LOG", 1, 2, vshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
- {WINED3DSIO_LIT, "lit", "LIT", 1, 2, vshader_hw_map2gl, shader_glsl_lit, 0, 0},
- {WINED3DSIO_DST, "dst", "DST", 1, 3, vshader_hw_map2gl, shader_glsl_dst, 0, 0},
+ {WINED3DSIO_DP3, "dp3", "DP3", 1, 3, shader_hw_map2gl, shader_glsl_dot, 0, 0},
+ {WINED3DSIO_DP4, "dp4", "DP4", 1, 3, shader_hw_map2gl, shader_glsl_dot, 0, 0},
+ {WINED3DSIO_MIN, "min", "MIN", 1, 3, shader_hw_map2gl, shader_glsl_map2gl, 0, 0},
+ {WINED3DSIO_MAX, "max", "MAX", 1, 3, shader_hw_map2gl, shader_glsl_map2gl, 0, 0},
+ {WINED3DSIO_SLT, "slt", "SLT", 1, 3, shader_hw_map2gl, shader_glsl_compare, 0, 0},
+ {WINED3DSIO_SGE, "sge", "SGE", 1, 3, shader_hw_map2gl, shader_glsl_compare, 0, 0},
+ {WINED3DSIO_ABS, "abs", "ABS", 1, 2, shader_hw_map2gl, shader_glsl_map2gl, 0, 0},
+ {WINED3DSIO_EXP, "exp", "EX2", 1, 2, shader_hw_map2gl, shader_glsl_map2gl, 0, 0},
+ {WINED3DSIO_LOG, "log", "LG2", 1, 2, shader_hw_map2gl, shader_glsl_map2gl, 0, 0},
+ {WINED3DSIO_EXPP, "expp", "EXP", 1, 2, shader_hw_map2gl, shader_glsl_expp, 0, 0},
+ {WINED3DSIO_LOGP, "logp", "LOG", 1, 2, shader_hw_map2gl, shader_glsl_map2gl, 0, 0},
+ {WINED3DSIO_LIT, "lit", "LIT", 1, 2, shader_hw_map2gl, shader_glsl_lit, 0, 0},
+ {WINED3DSIO_DST, "dst", "DST", 1, 3, shader_hw_map2gl, shader_glsl_dst, 0, 0},
{WINED3DSIO_LRP, "lrp", "LRP", 1, 4, NULL, shader_glsl_lrp, 0, 0},
- {WINED3DSIO_FRC, "frc", "FRC", 1, 2, vshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
- {WINED3DSIO_POW, "pow", "POW", 1, 3, vshader_hw_map2gl, shader_glsl_pow, 0, 0},
- {WINED3DSIO_CRS, "crs", "XPD", 1, 3, vshader_hw_map2gl, shader_glsl_cross, 0, 0},
+ {WINED3DSIO_FRC, "frc", "FRC", 1, 2, shader_hw_map2gl, shader_glsl_map2gl, 0, 0},
+ {WINED3DSIO_POW, "pow", "POW", 1, 3, shader_hw_map2gl, shader_glsl_pow, 0, 0},
+ {WINED3DSIO_CRS, "crs", "XPD", 1, 3, shader_hw_map2gl, shader_glsl_cross, 0, 0},
/* TODO: sng can possibly be performed a s
RCP tmp, vec
MUL out, tmp, vec*/
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 95da129..732ca22 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2030,7 +2030,6 @@ extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
-extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
@@ -2052,12 +2051,12 @@ extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
/* ARB vertex / pixel shader common prototypes */
+extern void shader_hw_map2gl(SHADER_OPCODE_ARG* arg);
extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
/* ARB vertex shader prototypes */
-extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
/* GLSL helper functions */
--
1.5.6.4
--------------080508020104080109030509--
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