[WINED3D 3/6] Move D3DSP DCL-related structures into WINED3D
namespace.
Ivan Gyurdiev
ivg231 at gmail.com
Tue Oct 3 23:04:30 CDT 2006
Some were moved from the outside types header into internal header.
-------------- next part --------------
---
dlls/wined3d/baseshader.c | 4 ++--
dlls/wined3d/glsl_shader.c | 8 ++++----
dlls/wined3d/vertexshader.c | 10 +++++-----
dlls/wined3d/wined3d_types.h | 20 ++++++++++++++++++++
include/wine/wined3d_types.h | 13 -------------
5 files changed, 31 insertions(+), 24 deletions(-)
diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c
index 2a6b739..49d17a2 100644
--- a/dlls/wined3d/baseshader.c
+++ b/dlls/wined3d/baseshader.c
@@ -409,8 +409,8 @@ static void shader_dump_decl_usage(
} else {
- DWORD usage = decl & D3DSP_DCL_USAGE_MASK;
- DWORD idx = (decl & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT;
+ DWORD usage = decl & WINED3DSP_DCL_USAGE_MASK;
+ DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
/* Pixel shaders 3.0 don't have usage semantics */
char pshader = shader_is_pshader_version(This->baseShader.hex_version);
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 29149f8..89a26e1 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1809,8 +1809,8 @@ void pshader_glsl_input_pack(
/* Uninitialized */
if (!usage_token) continue;
- usage = (usage_token & D3DSP_DCL_USAGE_MASK) >> D3DSP_DCL_USAGE_SHIFT;
- usage_idx = (usage_token & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT;
+ usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
+ usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
shader_glsl_get_output_register_swizzle(register_token, reg_mask);
switch(usage) {
@@ -1864,8 +1864,8 @@ void vshader_glsl_output_unpack(
/* Uninitialized */
if (!usage_token) continue;
- usage = (usage_token & D3DSP_DCL_USAGE_MASK) >> D3DSP_DCL_USAGE_SHIFT;
- usage_idx = (usage_token & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT;
+ usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
+ usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
shader_glsl_get_output_register_swizzle(register_token, reg_mask);
switch(usage) {
diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c
index 68b8b54..8517067 100644
--- a/dlls/wined3d/vertexshader.c
+++ b/dlls/wined3d/vertexshader.c
@@ -623,7 +623,7 @@ static void vshader_set_input(
/* Fake usage: set reserved bit, usage, usage_idx */
DWORD usage_token = (0x1 << 31) |
- (usage << D3DSP_DCL_USAGE_SHIFT) | (usage_idx << D3DSP_DCL_USAGEINDEX_SHIFT);
+ (usage << WINED3DSP_DCL_USAGE_SHIFT) | (usage_idx << WINED3DSP_DCL_USAGEINDEX_SHIFT);
/* Fake register; set reserved bit, regnum, type: input, wmask: all */
DWORD reg_token = (0x1 << 31) |
@@ -643,8 +643,8 @@ BOOL vshader_get_input(
for (i = 0; i < MAX_ATTRIBS; i++) {
DWORD usage_token = This->semantics_in[i].usage;
- DWORD usage = (usage_token & D3DSP_DCL_USAGE_MASK) >> D3DSP_DCL_USAGE_SHIFT;
- DWORD usage_idx = (usage_token & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT;
+ DWORD usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
+ DWORD usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
if (usage_token && (usage == usage_req && usage_idx == usage_idx_req)) {
*regnum = i;
@@ -662,8 +662,8 @@ BOOL vshader_input_is_color(
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD usage_token = This->semantics_in[regnum].usage;
- DWORD usage = (usage_token & D3DSP_DCL_USAGE_MASK) >> D3DSP_DCL_USAGE_SHIFT;
- DWORD usage_idx = (usage_token & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT;
+ DWORD usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
+ DWORD usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
IWineD3DVertexDeclarationImpl *vertexDeclaration = NULL;
if (This->vertexDeclaration) {
diff --git a/dlls/wined3d/wined3d_types.h b/dlls/wined3d/wined3d_types.h
index 5ed20bd..50e058a 100644
--- a/dlls/wined3d/wined3d_types.h
+++ b/dlls/wined3d/wined3d_types.h
@@ -25,6 +25,26 @@
#ifndef __WINE_WINED3D_TYPES_INTERNAL_H
#define __WINE_WINED3D_TYPES_INTERNAL_H
+/** DCL usage masks **/
+#define WINED3DSP_DCL_USAGE_SHIFT 0
+#define WINED3DSP_DCL_USAGE_MASK 0x0000000f
+#define WINED3DSP_DCL_USAGEINDEX_SHIFT 16
+#define WINED3DSP_DCL_USAGEINDEX_MASK 0x000f0000
+
+/** DCL sampler texture type **/
+#define WINED3DSP_TEXTURETYPE_SHIFT 27
+#define WINED3DSP_TEXTURETYPE_MASK 0x78000000
+
+typedef enum _WINED3DSAMPLER_TEXTURE_TYPE {
+ WINED3DSTT_UNKNOWN = 0 << WINED3DSP_TEXTURETYPE_SHIFT,
+ WINED3DSTT_1D = 1 << WINED3DSP_TEXTURETYPE_SHIFT,
+ WINED3DSTT_2D = 2 << WINED3DSP_TEXTURETYPE_SHIFT,
+ WINED3DSTT_CUBE = 3 << WINED3DSP_TEXTURETYPE_SHIFT,
+ WINED3DSTT_VOLUME = 4 << WINED3DSP_TEXTURETYPE_SHIFT,
+
+ WINED3DSTT_FORCE_DWORD = 0x7FFFFFFF
+} WINED3DSAMPLER_TEXTURE_TYPE;
+
/** register types for PS and VS */
typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE {
WINED3DSPR_TEMP = 0,
diff --git a/include/wine/wined3d_types.h b/include/wine/wined3d_types.h
index ef3f588..af8d9a8 100644
--- a/include/wine/wined3d_types.h
+++ b/include/wine/wined3d_types.h
@@ -1004,19 +1004,6 @@ typedef enum _WINED3DDECLUSAGE {
WINED3DSHADERDECLUSAGE_MAX_USAGE
} WINED3DSHADERDECLUSAGE;
-#define WINED3DSP_TEXTURETYPE_SHIFT 27
-#define WINED3DSP_TEXTURETYPE_MASK 0x78000000
-
-typedef enum _WINED3DSAMPLER_TEXTURE_TYPE {
- WINED3DSTT_UNKNOWN = 0 << WINED3DSP_TEXTURETYPE_SHIFT,
- WINED3DSTT_1D = 1 << WINED3DSP_TEXTURETYPE_SHIFT,
- WINED3DSTT_2D = 2 << WINED3DSP_TEXTURETYPE_SHIFT,
- WINED3DSTT_CUBE = 3 << WINED3DSP_TEXTURETYPE_SHIFT,
- WINED3DSTT_VOLUME = 4 << WINED3DSP_TEXTURETYPE_SHIFT,
-
- WINED3DSTT_FORCE_DWORD = 0x7FFFFFFF
-} WINED3DSAMPLER_TEXTURE_TYPE;
-
#define WINED3DUSAGE_RENDERTARGET 0x00000001L
#define WINED3DUSAGE_DEPTHSTENCIL 0x00000002L
#define WINED3DUSAGE_WRITEONLY 0x00000008L
--
1.4.2.1
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