[PATCH 3/5] wined3d: Move the various backend selection utility functions to utils.c.
Henri Verbeet
hverbeet at codeweavers.com
Wed Nov 18 03:45:52 CST 2009
---
dlls/wined3d/directx.c | 103 ----------------------------------------
dlls/wined3d/utils.c | 61 +++++++++++++++++++++++
dlls/wined3d/wined3d_private.h | 8 +++
3 files changed, 69 insertions(+), 103 deletions(-)
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index f9cec29..774dfec 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -155,10 +155,6 @@ static const struct {
**********************************************************/
static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
-static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter,
- WINED3DDEVTYPE DeviceType);
-static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter, WINED3DDEVTYPE DeviceType);
-static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter, WINED3DDEVTYPE DeviceType);
GLint wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP + 1];
@@ -389,39 +385,6 @@ static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
return ref;
}
-/* Set the shader type for this device, depending on the given capabilities
- * and the user preferences in wined3d_settings. */
-static void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected)
-{
- if (wined3d_settings.vs_mode == VS_NONE) {
- *vs_selected = SHADER_NONE;
- } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
- /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
- * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
- * shaders only on this card. */
- if (gl_info->supported[NV_VERTEX_PROGRAM] && !gl_info->supported[NV_VERTEX_PROGRAM2])
- *vs_selected = SHADER_ARB;
- else
- *vs_selected = SHADER_GLSL;
- } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
- *vs_selected = SHADER_ARB;
- } else {
- *vs_selected = SHADER_NONE;
- }
-
- if (wined3d_settings.ps_mode == PS_NONE) {
- *ps_selected = SHADER_NONE;
- } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
- *ps_selected = SHADER_GLSL;
- } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
- *ps_selected = SHADER_ARB;
- } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
- *ps_selected = SHADER_ATI;
- } else {
- *ps_selected = SHADER_NONE;
- }
-}
-
/**********************************************************
* IWineD3D parts follows
**********************************************************/
@@ -3810,72 +3773,6 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface,
return WINED3D_OK;
}
-static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter, WINED3DDEVTYPE DeviceType)
-{
- const shader_backend_t *ret;
- int vs_selected_mode;
- int ps_selected_mode;
-
- select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
- if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
- ret = &glsl_shader_backend;
- } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
- ret = &arb_program_shader_backend;
- } else {
- ret = &none_shader_backend;
- }
- return ret;
-}
-
-static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter,
- WINED3DDEVTYPE DeviceType)
-{
- const struct wined3d_gl_info *gl_info = &adapter->gl_info;
- int vs_selected_mode;
- int ps_selected_mode;
-
- select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
- if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
- && gl_info->supported[ARB_FRAGMENT_PROGRAM])
- {
- return &arbfp_fragment_pipeline;
- }
- else if (ps_selected_mode == SHADER_ATI)
- {
- return &atifs_fragment_pipeline;
- }
- else if (gl_info->supported[NV_REGISTER_COMBINERS] && gl_info->supported[NV_TEXTURE_SHADER2])
- {
- return &nvts_fragment_pipeline;
- }
- else if (gl_info->supported[NV_REGISTER_COMBINERS])
- {
- return &nvrc_fragment_pipeline;
- }
- else
- {
- return &ffp_fragment_pipeline;
- }
-}
-
-static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter, WINED3DDEVTYPE DeviceType)
-{
- const struct wined3d_gl_info *gl_info = &adapter->gl_info;
- int vs_selected_mode;
- int ps_selected_mode;
-
- select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
- if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
- && gl_info->supported[ARB_FRAGMENT_PROGRAM])
- {
- return &arbfp_blit;
- }
- else
- {
- return &ffp_blit;
- }
-}
-
/* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
subset of a D3DCAPS9 structure. However, it has to come via a void *
as the d3d8 interface cannot import the d3d9 header */
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 54b0fb7..62c0fb5 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -2772,3 +2772,64 @@ UINT wined3d_log2i(UINT32 x)
return (i = x >> 16) ? (x = i >> 8) ? l[x] + 24 : l[i] + 16 : (i = x >> 8) ? l[i] + 8 : l[x];
}
+
+/* Set the shader type for this device, depending on the given capabilities
+ * and the user preferences in wined3d_settings. */
+void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected)
+{
+ if (wined3d_settings.vs_mode == VS_NONE) *vs_selected = SHADER_NONE;
+ else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested)
+ {
+ /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
+ * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
+ * shaders only on this card. */
+ if (gl_info->supported[NV_VERTEX_PROGRAM] && !gl_info->supported[NV_VERTEX_PROGRAM2]) *vs_selected = SHADER_ARB;
+ else *vs_selected = SHADER_GLSL;
+ }
+ else if (gl_info->supported[ARB_VERTEX_PROGRAM]) *vs_selected = SHADER_ARB;
+ else *vs_selected = SHADER_NONE;
+
+ if (wined3d_settings.ps_mode == PS_NONE) *ps_selected = SHADER_NONE;
+ else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) *ps_selected = SHADER_GLSL;
+ else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) *ps_selected = SHADER_ARB;
+ else if (gl_info->supported[ATI_FRAGMENT_SHADER]) *ps_selected = SHADER_ATI;
+ else *ps_selected = SHADER_NONE;
+}
+
+const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter, WINED3DDEVTYPE device_type)
+{
+ int vs_selected_mode, ps_selected_mode;
+
+ select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
+ if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
+ if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
+ return &none_shader_backend;
+}
+
+const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter,
+ WINED3DDEVTYPE device_type)
+{
+ const struct wined3d_gl_info *gl_info = &adapter->gl_info;
+ int vs_selected_mode, ps_selected_mode;
+
+ select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
+ if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
+ && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
+ else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
+ else if (gl_info->supported[NV_REGISTER_COMBINERS]
+ && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
+ else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
+ else return &ffp_fragment_pipeline;
+}
+
+const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter, WINED3DDEVTYPE device_type)
+{
+ const struct wined3d_gl_info *gl_info = &adapter->gl_info;
+ int vs_selected_mode, ps_selected_mode;
+
+ select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
+ if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
+ && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
+ else return &ffp_blit;
+}
+
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index f423733..1c8c539 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2525,6 +2525,14 @@ void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED
UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
+const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter,
+ WINED3DDEVTYPE device_type) DECLSPEC_HIDDEN;
+const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter,
+ WINED3DDEVTYPE device_type) DECLSPEC_HIDDEN;
+const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter,
+ WINED3DDEVTYPE device_type) DECLSPEC_HIDDEN;
+void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
+
typedef struct local_constant {
struct list entry;
unsigned int idx;
--
1.6.4.4
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