[PATCH 1/5] wined3d: Give tex_type and its values a better name.
Stefan Dösinger
stefan at codeweavers.com
Sat Mar 28 11:06:17 CDT 2015
---
dlls/wined3d/arb_program_shader.c | 65 +++++++++++++++++++++++----------------
dlls/wined3d/glsl_shader.c | 55 +++++++++++++++++----------------
dlls/wined3d/shader.c | 2 +-
dlls/wined3d/surface.c | 18 +++++------
dlls/wined3d/utils.c | 16 +++++-----
dlls/wined3d/wined3d_private.h | 23 +++++++-------
6 files changed, 97 insertions(+), 82 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 747836c..1353023 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -314,8 +314,8 @@ struct shader_arb_priv
const struct arb_ps_compiled_shader *compiled_fprog;
const struct arb_vs_compiled_shader *compiled_vprog;
GLuint depth_blt_vprogram_id;
- GLuint depth_blt_fprogram_id_full[tex_type_count];
- GLuint depth_blt_fprogram_id_masked[tex_type_count];
+ GLuint depth_blt_fprogram_id_full[WINED3D_FFP_TEXTURE_TYPE_COUNT];
+ GLuint depth_blt_fprogram_id_masked[WINED3D_FFP_TEXTURE_TYPE_COUNT];
BOOL use_arbfp_fixed_func;
struct wine_rb_tree fragment_shaders;
BOOL last_ps_const_clamped;
@@ -3320,31 +3320,31 @@ static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_inf
/* Context activation is done by the caller. */
static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
- enum tex_types tex_type, BOOL masked)
+ enum wined3d_ffp_texture_type tex_type, BOOL masked)
{
GLuint program_id = 0;
const char *fprogram;
GLint pos;
- static const char * const blt_fprograms_full[tex_type_count] =
+ static const char * const blt_fprograms_full[WINED3D_FFP_TEXTURE_TYPE_COUNT] =
{
- /* tex_1d */
+ /* WINED3D_FFP_TEXTURE_TYPE_1D */
NULL,
- /* tex_2d */
+ /* WINED3D_FFP_TEXTURE_TYPE_2D */
"!!ARBfp1.0\n"
"TEMP R0;\n"
"TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
"MOV result.depth.z, R0.x;\n"
"END\n",
- /* tex_3d */
+ /* WINED3D_FFP_TEXTURE_TYPE_3D */
NULL,
- /* tex_cube */
+ /* WINED3D_FFP_TEXTURE_TYPE_CUBE */
"!!ARBfp1.0\n"
"TEMP R0;\n"
"TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
"MOV result.depth.z, R0.x;\n"
"END\n",
- /* tex_rect */
+ /* WINED3D_FFP_TEXTURE_TYPE_RECT */
"!!ARBfp1.0\n"
"TEMP R0;\n"
"TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
@@ -3352,11 +3352,11 @@ static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_i
"END\n",
};
- static const char * const blt_fprograms_masked[tex_type_count] =
+ static const char * const blt_fprograms_masked[WINED3D_FFP_TEXTURE_TYPE_COUNT] =
{
- /* tex_1d */
+ /* WINED3D_FFP_TEXTURE_TYPE_1D */
NULL,
- /* tex_2d */
+ /* WINED3D_FFP_TEXTURE_TYPE_2D */
"!!ARBfp1.0\n"
"PARAM mask = program.local[0];\n"
"TEMP R0;\n"
@@ -3366,9 +3366,9 @@ static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_i
"TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
"MOV result.depth.z, R0.x;\n"
"END\n",
- /* tex_3d */
+ /* WINED3D_FFP_TEXTURE_TYPE_3D */
NULL,
- /* tex_cube */
+ /* WINED3D_FFP_TEXTURE_TYPE_CUBE */
"!!ARBfp1.0\n"
"PARAM mask = program.local[0];\n"
"TEMP R0;\n"
@@ -3378,7 +3378,7 @@ static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_i
"TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
"MOV result.depth.z, R0.x;\n"
"END\n",
- /* tex_rect */
+ /* WINED3D_FFP_TEXTURE_TYPE_RECT */
"!!ARBfp1.0\n"
"PARAM mask = program.local[0];\n"
"TEMP R0;\n"
@@ -3393,8 +3393,8 @@ static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_i
fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
if (!fprogram)
{
- FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type);
- tex_type = tex_2d;
+ FIXME("tex_type %#x not supported, falling back to 2D\n", tex_type);
+ tex_type = WINED3D_FFP_TEXTURE_TYPE_2D;
fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
}
@@ -4836,7 +4836,7 @@ static void shader_arb_disable(void *shader_priv, struct wined3d_context *contex
/* Context activation is done by the caller. */
static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
- enum tex_types tex_type, const SIZE *ds_mask_size)
+ enum wined3d_ffp_texture_type tex_type, const SIZE *ds_mask_size)
{
const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
@@ -5039,7 +5039,7 @@ static void shader_arb_free(struct wined3d_device *device)
if (priv->depth_blt_vprogram_id)
GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
- for (i = 0; i < tex_type_count; ++i)
+ for (i = 0; i < WINED3D_FFP_TEXTURE_TYPE_COUNT; ++i)
{
if (priv->depth_blt_fprogram_id_full[i])
{
@@ -6345,13 +6345,26 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
if (!tex_read[stage])
continue;
- switch(settings->op[stage].tex_type) {
- case tex_1d: textype = "1D"; break;
- case tex_2d: textype = "2D"; break;
- case tex_3d: textype = "3D"; break;
- case tex_cube: textype = "CUBE"; break;
- case tex_rect: textype = "RECT"; break;
- default: textype = "unexpected_textype"; break;
+ switch(settings->op[stage].tex_type)
+ {
+ case WINED3D_FFP_TEXTURE_TYPE_1D:
+ textype = "1D";
+ break;
+ case WINED3D_FFP_TEXTURE_TYPE_2D:
+ textype = "2D";
+ break;
+ case WINED3D_FFP_TEXTURE_TYPE_3D:
+ textype = "3D";
+ break;
+ case WINED3D_FFP_TEXTURE_TYPE_CUBE:
+ textype = "CUBE";
+ break;
+ case WINED3D_FFP_TEXTURE_TYPE_RECT:
+ textype = "RECT";
+ break;
+ default:
+ textype = "unexpected_textype";
+ break;
}
if(settings->op[stage].projected == proj_none) {
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index e4ddbe6..08e1724 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -96,8 +96,8 @@ struct shader_glsl_priv {
struct constant_heap vconst_heap;
struct constant_heap pconst_heap;
unsigned char *stack;
- GLuint depth_blt_program_full[tex_type_count];
- GLuint depth_blt_program_masked[tex_type_count];
+ GLuint depth_blt_program_full[WINED3D_FFP_TEXTURE_TYPE_COUNT];
+ GLuint depth_blt_program_masked[WINED3D_FFP_TEXTURE_TYPE_COUNT];
UINT next_constant_version;
const struct wined3d_vertex_pipe_ops *vertex_pipe;
@@ -5555,19 +5555,19 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct wined3d_shader_buf
switch (settings->op[stage].tex_type)
{
- case tex_1d:
+ case WINED3D_FFP_TEXTURE_TYPE_1D:
shader_addline(buffer, "uniform sampler1D ps_sampler%u;\n", stage);
break;
- case tex_2d:
+ case WINED3D_FFP_TEXTURE_TYPE_2D:
shader_addline(buffer, "uniform sampler2D ps_sampler%u;\n", stage);
break;
- case tex_3d:
+ case WINED3D_FFP_TEXTURE_TYPE_3D:
shader_addline(buffer, "uniform sampler3D ps_sampler%u;\n", stage);
break;
- case tex_cube:
+ case WINED3D_FFP_TEXTURE_TYPE_CUBE:
shader_addline(buffer, "uniform samplerCube ps_sampler%u;\n", stage);
break;
- case tex_rect:
+ case WINED3D_FFP_TEXTURE_TYPE_RECT:
shader_addline(buffer, "uniform sampler2DRect ps_sampler%u;\n", stage);
break;
default:
@@ -5632,7 +5632,7 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct wined3d_shader_buf
switch (settings->op[stage].tex_type)
{
- case tex_1d:
+ case WINED3D_FFP_TEXTURE_TYPE_1D:
if (proj)
{
texture_function = "texture1DProj";
@@ -5644,7 +5644,7 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct wined3d_shader_buf
coord_mask = "x";
}
break;
- case tex_2d:
+ case WINED3D_FFP_TEXTURE_TYPE_2D:
if (proj)
{
texture_function = "texture2DProj";
@@ -5656,7 +5656,7 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct wined3d_shader_buf
coord_mask = "xy";
}
break;
- case tex_3d:
+ case WINED3D_FFP_TEXTURE_TYPE_3D:
if (proj)
{
texture_function = "texture3DProj";
@@ -5668,11 +5668,11 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct wined3d_shader_buf
coord_mask = "xyz";
}
break;
- case tex_cube:
+ case WINED3D_FFP_TEXTURE_TYPE_CUBE:
texture_function = "textureCube";
coord_mask = "xyz";
break;
- case tex_rect:
+ case WINED3D_FFP_TEXTURE_TYPE_RECT:
if (proj)
{
texture_function = "texture2DRectProj";
@@ -6234,7 +6234,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
}
/* Context activation is done by the caller. */
-static GLuint create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum tex_types tex_type, BOOL masked)
+static GLuint create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum wined3d_ffp_texture_type tex_type,
+ BOOL masked)
{
GLuint program_id;
GLuint vshader_id, pshader_id;
@@ -6249,27 +6250,27 @@ static GLuint create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum
" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
"}\n";
- static const char * const blt_pshaders_full[tex_type_count] =
+ static const char * const blt_pshaders_full[WINED3D_FFP_TEXTURE_TYPE_COUNT] =
{
- /* tex_1d */
+ /* WINED3D_FFP_TEXTURE_TYPE_1D */
NULL,
- /* tex_2d */
+ /* WINED3D_FFP_TEXTURE_TYPE_2D */
"#version 120\n"
"uniform sampler2D sampler;\n"
"void main(void)\n"
"{\n"
" gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
"}\n",
- /* tex_3d */
+ /* WINED3D_FFP_TEXTURE_TYPE_3D */
NULL,
- /* tex_cube */
+ /* WINED3D_FFP_TEXTURE_TYPE_CUBE */
"#version 120\n"
"uniform samplerCube sampler;\n"
"void main(void)\n"
"{\n"
" gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
"}\n",
- /* tex_rect */
+ /* WINED3D_FFP_TEXTURE_TYPE_RECT */
"#version 120\n"
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect sampler;\n"
@@ -6279,11 +6280,11 @@ static GLuint create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum
"}\n",
};
- static const char * const blt_pshaders_masked[tex_type_count] =
+ static const char * const blt_pshaders_masked[WINED3D_FFP_TEXTURE_TYPE_COUNT] =
{
- /* tex_1d */
+ /* WINED3D_FFP_TEXTURE_TYPE_1D */
NULL,
- /* tex_2d */
+ /* WINED3D_FFP_TEXTURE_TYPE_2D */
"#version 120\n"
"uniform sampler2D sampler;\n"
"uniform vec4 mask;\n"
@@ -6292,9 +6293,9 @@ static GLuint create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum
" if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
" gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
"}\n",
- /* tex_3d */
+ /* WINED3D_FFP_TEXTURE_TYPE_3D */
NULL,
- /* tex_cube */
+ /* WINED3D_FFP_TEXTURE_TYPE_CUBE */
"#version 120\n"
"uniform samplerCube sampler;\n"
"uniform vec4 mask;\n"
@@ -6303,7 +6304,7 @@ static GLuint create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum
" if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
" gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
"}\n",
- /* tex_rect */
+ /* WINED3D_FFP_TEXTURE_TYPE_RECT */
"#version 120\n"
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect sampler;\n"
@@ -6438,7 +6439,7 @@ static void shader_glsl_disable(void *shader_priv, struct wined3d_context *conte
/* Context activation is done by the caller. */
static void shader_glsl_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
- enum tex_types tex_type, const SIZE *ds_mask_size)
+ enum wined3d_ffp_texture_type tex_type, const SIZE *ds_mask_size)
{
BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
struct shader_glsl_priv *priv = shader_priv;
@@ -6741,7 +6742,7 @@ static void shader_glsl_free(struct wined3d_device *device)
struct shader_glsl_priv *priv = device->shader_priv;
int i;
- for (i = 0; i < tex_type_count; ++i)
+ for (i = 0; i < WINED3D_FFP_TEXTURE_TYPE_COUNT; ++i)
{
if (priv->depth_blt_program_full[i])
{
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 31b391b..67e43c9 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -1837,7 +1837,7 @@ struct shader_none_priv
static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
static void shader_none_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
- enum tex_types tex_type, const SIZE *ds_mask_size) {}
+ enum wined3d_ffp_texture_type tex_type, const SIZE *ds_mask_size) {}
static void shader_none_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) {}
static void shader_none_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) {}
static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {}
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 78e7030..fc1badd 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -146,7 +146,7 @@ struct blt_info
{
GLenum binding;
GLenum bind_target;
- enum tex_types tex_type;
+ enum wined3d_ffp_texture_type tex_type;
GLfloat coords[4][3];
};
@@ -179,7 +179,7 @@ static void surface_get_blt_info(GLenum target, const RECT *rect, GLsizei w, GLs
case GL_TEXTURE_2D:
info->binding = GL_TEXTURE_BINDING_2D;
info->bind_target = GL_TEXTURE_2D;
- info->tex_type = tex_2d;
+ info->tex_type = WINED3D_FFP_TEXTURE_TYPE_2D;
coords[0][0] = (float)rect->left / w;
coords[0][1] = (float)rect->top / h;
coords[0][2] = 0.0f;
@@ -200,7 +200,7 @@ static void surface_get_blt_info(GLenum target, const RECT *rect, GLsizei w, GLs
case GL_TEXTURE_RECTANGLE_ARB:
info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
- info->tex_type = tex_rect;
+ info->tex_type = WINED3D_FFP_TEXTURE_TYPE_RECT;
coords[0][0] = rect->left; coords[0][1] = rect->top; coords[0][2] = 0.0f;
coords[1][0] = rect->right; coords[1][1] = rect->top; coords[1][2] = 0.0f;
coords[2][0] = rect->left; coords[2][1] = rect->bottom; coords[2][2] = 0.0f;
@@ -210,7 +210,7 @@ static void surface_get_blt_info(GLenum target, const RECT *rect, GLsizei w, GLs
case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
- info->tex_type = tex_cube;
+ info->tex_type = WINED3D_FFP_TEXTURE_TYPE_CUBE;
cube_coords_float(rect, w, h, &f);
coords[0][0] = 1.0f; coords[0][1] = -f.t; coords[0][2] = -f.l;
@@ -222,7 +222,7 @@ static void surface_get_blt_info(GLenum target, const RECT *rect, GLsizei w, GLs
case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
- info->tex_type = tex_cube;
+ info->tex_type = WINED3D_FFP_TEXTURE_TYPE_CUBE;
cube_coords_float(rect, w, h, &f);
coords[0][0] = -1.0f; coords[0][1] = -f.t; coords[0][2] = f.l;
@@ -234,7 +234,7 @@ static void surface_get_blt_info(GLenum target, const RECT *rect, GLsizei w, GLs
case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
- info->tex_type = tex_cube;
+ info->tex_type = WINED3D_FFP_TEXTURE_TYPE_CUBE;
cube_coords_float(rect, w, h, &f);
coords[0][0] = f.l; coords[0][1] = 1.0f; coords[0][2] = f.t;
@@ -246,7 +246,7 @@ static void surface_get_blt_info(GLenum target, const RECT *rect, GLsizei w, GLs
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
- info->tex_type = tex_cube;
+ info->tex_type = WINED3D_FFP_TEXTURE_TYPE_CUBE;
cube_coords_float(rect, w, h, &f);
coords[0][0] = f.l; coords[0][1] = -1.0f; coords[0][2] = -f.t;
@@ -258,7 +258,7 @@ static void surface_get_blt_info(GLenum target, const RECT *rect, GLsizei w, GLs
case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
- info->tex_type = tex_cube;
+ info->tex_type = WINED3D_FFP_TEXTURE_TYPE_CUBE;
cube_coords_float(rect, w, h, &f);
coords[0][0] = f.l; coords[0][1] = -f.t; coords[0][2] = 1.0f;
@@ -270,7 +270,7 @@ static void surface_get_blt_info(GLenum target, const RECT *rect, GLsizei w, GLs
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
- info->tex_type = tex_cube;
+ info->tex_type = WINED3D_FFP_TEXTURE_TYPE_CUBE;
cube_coords_float(rect, w, h, &f);
coords[0][0] = -f.l; coords[0][1] = -f.t; coords[0][2] = -1.0f;
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index a772af8..4795e14 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -3630,7 +3630,7 @@ void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d
settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
settings->op[i].dst = resultreg;
- settings->op[i].tex_type = tex_1d;
+ settings->op[i].tex_type = WINED3D_FFP_TEXTURE_TYPE_1D;
settings->op[i].projected = proj_none;
i++;
break;
@@ -3641,32 +3641,32 @@ void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d
settings->op[i].color_fixup = texture->resource.format->color_fixup;
if (ignore_textype)
{
- settings->op[i].tex_type = tex_1d;
+ settings->op[i].tex_type = WINED3D_FFP_TEXTURE_TYPE_1D;
}
else
{
switch (texture->target)
{
case GL_TEXTURE_1D:
- settings->op[i].tex_type = tex_1d;
+ settings->op[i].tex_type = WINED3D_FFP_TEXTURE_TYPE_1D;
break;
case GL_TEXTURE_2D:
- settings->op[i].tex_type = tex_2d;
+ settings->op[i].tex_type = WINED3D_FFP_TEXTURE_TYPE_2D;
break;
case GL_TEXTURE_3D:
- settings->op[i].tex_type = tex_3d;
+ settings->op[i].tex_type = WINED3D_FFP_TEXTURE_TYPE_3D;
break;
case GL_TEXTURE_CUBE_MAP_ARB:
- settings->op[i].tex_type = tex_cube;
+ settings->op[i].tex_type = WINED3D_FFP_TEXTURE_TYPE_CUBE;
break;
case GL_TEXTURE_RECTANGLE_ARB:
- settings->op[i].tex_type = tex_rect;
+ settings->op[i].tex_type = WINED3D_FFP_TEXTURE_TYPE_RECT;
break;
}
}
} else {
settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
- settings->op[i].tex_type = tex_1d;
+ settings->op[i].tex_type = WINED3D_FFP_TEXTURE_TYPE_1D;
}
cop = state->texture_states[i][WINED3D_TSS_COLOR_OP];
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 96b8244..d3a88d8 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -772,14 +772,14 @@ struct shader_caps
DWORD wined3d_caps;
};
-enum tex_types
+enum wined3d_ffp_texture_type
{
- tex_1d = 0,
- tex_2d = 1,
- tex_3d = 2,
- tex_cube = 3,
- tex_rect = 4,
- tex_type_count = 5,
+ WINED3D_FFP_TEXTURE_TYPE_1D = 0,
+ WINED3D_FFP_TEXTURE_TYPE_2D = 1,
+ WINED3D_FFP_TEXTURE_TYPE_3D = 2,
+ WINED3D_FFP_TEXTURE_TYPE_CUBE = 3,
+ WINED3D_FFP_TEXTURE_TYPE_RECT = 4,
+ WINED3D_FFP_TEXTURE_TYPE_COUNT = 5,
};
enum vertexprocessing_mode {
@@ -808,9 +808,10 @@ enum wined3d_ffp_ps_fog_mode
#define WINED3D_PSARGS_TEXTYPE_SHIFT 2
#define WINED3D_PSARGS_TEXTYPE_MASK 0x3
-/* Similar to tex_types, except that it doesn't have 1d textures
- * (can't be bound), rect textures (handled via np2_fixup) and
- * none / unknown (treated as 2d and handled via dummy textures). */
+/* Similar to wined3d_ffp_texture_type, except that it doesn't
+ * have 1d textures (can't be bound), rect textures (handled via
+ * np2_fixup) and none / unknown (treated as 2d and handled via
+ * dummy textures). */
enum wined3d_shader_tex_types
{
WINED3D_SHADER_TEX_2D = 0,
@@ -855,7 +856,7 @@ struct wined3d_shader_backend_ops
const struct wined3d_state *state);
void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
- enum tex_types tex_type, const SIZE *ds_mask_size);
+ enum wined3d_ffp_texture_type tex_type, const SIZE *ds_mask_size);
void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
--
2.3.4
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