wined3d: Move some frontend specfic code to baseshader.c.
Henri Verbeet
hverbeet at codeweavers.com
Thu Apr 23 02:24:26 CDT 2009
---
dlls/wined3d/baseshader.c | 18 +++++++++++++++++-
dlls/wined3d/wined3d_private.h | 15 ---------------
2 files changed, 17 insertions(+), 16 deletions(-)
diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c
index 7fcf769..6380b5d 100644
--- a/dlls/wined3d/baseshader.c
+++ b/dlls/wined3d/baseshader.c
@@ -105,7 +105,23 @@ void shader_init(struct IWineD3DBaseShaderClass *shader,
list_init(&shader->linked_programs);
}
-const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *opcode_table, DWORD shader_version, DWORD code)
+static inline WINED3DSHADER_PARAM_REGISTER_TYPE shader_get_regtype(DWORD param)
+{
+ return ((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT)
+ | ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2);
+}
+
+static inline DWORD shader_get_writemask(DWORD param)
+{
+ return param & WINED3DSP_WRITEMASK_ALL;
+}
+
+static inline BOOL shader_is_comment(DWORD token)
+{
+ return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
+}
+
+static const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *opcode_table, DWORD shader_version, DWORD code)
{
DWORD i = 0;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 758193e..50e0dac 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2300,8 +2300,6 @@ extern int shader_addline(
const char* fmt, ...) PRINTF_ATTR(2,3);
int shader_vaddline(SHADER_BUFFER *buffer, const char *fmt, va_list args);
-const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *shader_ins, DWORD shader_version, DWORD code);
-
/* Vertex shader utility functions */
extern BOOL vshader_get_input(
IWineD3DVertexShader* iface,
@@ -2367,15 +2365,6 @@ void shader_trace_init(const DWORD *byte_code, const SHADER_OPCODE *opcode_table
extern void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
const shader_reg_maps *reg_maps, const DWORD *pFunction);
-static inline int shader_get_regtype(const DWORD param) {
- return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
- ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
-}
-
-static inline int shader_get_writemask(const DWORD param) {
- return param & WINED3DSP_WRITEMASK_ALL;
-}
-
static inline BOOL shader_is_pshader_version(DWORD token) {
return 0xFFFF0000 == (token & 0xFFFF0000);
}
@@ -2384,10 +2373,6 @@ static inline BOOL shader_is_vshader_version(DWORD token) {
return 0xFFFE0000 == (token & 0xFFFF0000);
}
-static inline BOOL shader_is_comment(DWORD token) {
- return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
-}
-
static inline BOOL shader_is_scalar(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx)
{
switch (register_type)
--
1.6.0.6
--------------070109060606040600010406--
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