[WINED3D 4/7] Add D3DSHADER_ADDRMODE masks to the WINED3D namespace
Ivan Gyurdiev
ivg231 at gmail.com
Thu Oct 12 22:35:03 CDT 2006
The D3DVS_ADDRMODE masks were dropped in favor of this one, since
they're identical.
Shader Model 3.0 introduced relative addressing in pixel shaders, as
well as vetex, so a neutral name is more appropriate.
-------------- next part --------------
---
dlls/wined3d/arb_program_shader.c | 2 +-
dlls/wined3d/baseshader.c | 4 ++--
dlls/wined3d/glsl_shader.c | 2 +-
dlls/wined3d/vertexshader.c | 2 +-
dlls/wined3d/wined3d_private_types.h | 13 ++++++++++++-
5 files changed, 17 insertions(+), 6 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index fece941..ddfb3b4 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -388,7 +388,7 @@ static void vshader_program_add_param(SH
strcat(hwLine, tmpReg);
break;
case WINED3DSPR_CONST:
- sprintf(tmpReg, "C[%s%u]", (param & D3DVS_ADDRMODE_RELATIVE) ? "A0.x + " : "", reg);
+ sprintf(tmpReg, "C[%s%u]", (param & WINED3DSHADER_ADDRMODE_RELATIVE) ? "A0.x + " : "", reg);
strcat(hwLine, tmpReg);
break;
case WINED3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c
index d8b9f9f..0bef05b 100644
--- a/dlls/wined3d/baseshader.c
+++ b/dlls/wined3d/baseshader.c
@@ -102,7 +102,7 @@ int shader_get_param(
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
char rel_token = D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2 &&
- ((*pToken & D3DSHADER_ADDRESSMODE_MASK) == D3DSHADER_ADDRMODE_RELATIVE);
+ ((*pToken & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
*param = *pToken;
*addr_token = rel_token? *(pToken + 1): 0;
@@ -480,7 +480,7 @@ static void shader_dump_arr_entry(
int input) {
char relative =
- ((param & D3DSHADER_ADDRESSMODE_MASK) == D3DSHADER_ADDRMODE_RELATIVE);
+ ((param & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
if (relative) {
TRACE("[");
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 3637c9f..fde1b4c 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -635,7 +635,7 @@ static void shader_glsl_get_register_nam
const char* prefix = pshader? "PC":"VC";
/* Relative addressing */
- if (param & D3DVS_ADDRMODE_RELATIVE) {
+ if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
/* Relative addressing on shaders 2.0+ have a relative address token,
* prior to that, it was hard-coded as "A0.x" because there's only 1 register */
diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c
index 9e48107..33e1040 100644
--- a/dlls/wined3d/vertexshader.c
+++ b/dlls/wined3d/vertexshader.c
@@ -926,7 +926,7 @@ #endif
p[i] = &input->V[reg];
break;
case WINED3DSPR_CONST:
- if (pToken[i] & D3DVS_ADDRMODE_RELATIVE) {
+ if (pToken[i] & WINED3DSHADER_ADDRMODE_RELATIVE) {
p[i] = &This->data->C[(DWORD) A[0].x + reg];
} else {
p[i] = &This->data->C[reg];
diff --git a/dlls/wined3d/wined3d_private_types.h b/dlls/wined3d/wined3d_private_types.h
index e022922..79666fe 100644
--- a/dlls/wined3d/wined3d_private_types.h
+++ b/dlls/wined3d/wined3d_private_types.h
@@ -156,7 +156,18 @@ typedef enum _WINED3DSHADER_PARAM_DSTMOD
#define WINED3DSP_DSTSHIFT_SHIFT 24
#define WINED3DSP_DSTSHIFT_MASK (0xF << WINED3DSP_DSTSHIFT_SHIFT)
-/** opcodes types for PS and VS */
+/** Register addressing modes **/
+#define WINED3DSHADER_ADDRESSMODE_SHIFT 13
+#define WINED3DSHADER_ADDRESSMODE_MASK (1 << WINED3DSHADER_ADDRESSMODE_SHIFT)
+
+typedef enum _WINED3DSHADER_ADDRESSMODE_TYPE {
+ WINED3DSHADER_ADDRMODE_ABSOLUTE = 0 << WINED3DSHADER_ADDRESSMODE_SHIFT,
+ WINED3DSHADER_ADDRMODE_RELATIVE = 1 << WINED3DSHADER_ADDRESSMODE_SHIFT,
+
+ WINED3DSHADER_ADDRMODE_FORCE_DWORD = 0x7FFFFFFF
+} WINED3DSHADER_ADDRESSMODE_TYPE;
+
+/** Opcode types */
typedef enum _WINED3DSHADER_INSTRUCTION_OPCODE_TYPE {
WINED3DSIO_NOP = 0,
WINED3DSIO_MOV = 1,
--
1.4.2.1
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