[PATCH 2/4] wined3d: Rename shader_reg_maps to wined3d_shader_reg_maps.

Henri Verbeet hverbeet at codeweavers.com
Mon Dec 6 13:33:02 CST 2010


For consistency with other shader translation structures.
---
 dlls/wined3d/arb_program_shader.c |   27 ++++++++++++++-------------
 dlls/wined3d/glsl_shader.c        |   19 +++++++++++--------
 dlls/wined3d/shader.c             |   14 +++++++-------
 dlls/wined3d/wined3d_private.h    |   15 ++++++++-------
 4 files changed, 40 insertions(+), 35 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 53541ea..bc710e5 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -317,7 +317,7 @@ struct shader_arb_priv
 
 /* GL locking for state handlers is done by the caller. */
 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
-        const struct shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
+        const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
 {
     if (shader_data->rel_offset) return TRUE;
     if (!reg_maps->usesmova) return FALSE;
@@ -332,7 +332,7 @@ static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
 }
 
 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
-        const struct shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
+        const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
 {
     if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
     if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
@@ -345,7 +345,7 @@ static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
 }
 
 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
-        const struct shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
+        const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
 {
     unsigned int ret = 1;
     /* We use one PARAM for the pos fixup, and in some cases one to load
@@ -694,8 +694,9 @@ static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
 }
 
 /* Generate the variable & register declarations for the ARB_vertex_program output target */
-static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
-        struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, DWORD *lconst_map,
+static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface,
+        const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_buffer *buffer,
+        const struct wined3d_gl_info *gl_info, DWORD *lconst_map,
         DWORD *num_clipplanes, struct shader_arb_ctx_priv *ctx)
 {
     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
@@ -931,7 +932,7 @@ static void shader_arb_get_register_name(const struct wined3d_shader_instruction
     /* oPos, oFog and oPts in D3D */
     static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
-    const struct shader_reg_maps *reg_maps = ins->ctx->reg_maps;
+    const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
     BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
 
@@ -1743,7 +1744,7 @@ static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
 {
     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
-    const struct shader_reg_maps *reg_maps = ins->ctx->reg_maps;
+    const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
     BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
     const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
@@ -3099,7 +3100,7 @@ static void shader_hw_label(const struct wined3d_shader_instruction *ins)
 
 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
         const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
-        const struct shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
+        const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
         struct wined3d_shader_buffer *buffer)
 {
     unsigned int i;
@@ -3490,7 +3491,7 @@ static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_
 static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This, struct wined3d_shader_buffer *buffer,
         const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
 {
-    const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
+    const struct wined3d_shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
     CONST DWORD *function = This->baseShader.function;
     const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
     const local_constant *lconst;
@@ -4070,7 +4071,7 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct
         const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
 {
     const struct arb_vshader_private *shader_data = This->baseShader.backend_data;
-    const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
+    const struct wined3d_shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
     CONST DWORD *function = This->baseShader.function;
     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
@@ -4337,7 +4338,7 @@ static struct arb_vs_compiled_shader *find_arb_vshader(IWineD3DVertexShaderImpl
 
     if (!shader->baseShader.backend_data)
     {
-        const struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
+        const struct wined3d_shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
 
         shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
         shader_data = shader->baseShader.backend_data;
@@ -5058,7 +5059,7 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL
 
 static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx)
 {
-    const struct shader_reg_maps *reg_maps = ins->ctx->reg_maps;
+    const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
     BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
     WORD bools = 0;
     WORD flag = (1 << idx);
@@ -5089,7 +5090,7 @@ static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
         IWineD3DBaseShaderImpl *This, UINT idx, struct wined3d_shader_loop_control *loop_control)
 {
-    const struct shader_reg_maps *reg_maps = ins->ctx->reg_maps;
+    const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
 
     /* Integer constants can either be a local constant, or they can be stored in the shader
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 6d92a3c..7d43f41 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -907,7 +907,7 @@ static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_in
 /** Generate the variable & register declarations for the GLSL output target */
 static void shader_generate_glsl_declarations(const struct wined3d_context *context,
         struct wined3d_shader_buffer *buffer, IWineD3DBaseShader *iface,
-        const shader_reg_maps *reg_maps, struct shader_glsl_ctx_priv *ctx_priv)
+        const struct wined3d_shader_reg_maps *reg_maps, struct shader_glsl_ctx_priv *ctx_priv)
 {
     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
@@ -1304,7 +1304,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
     static const char * const hwrastout_reg_names[] = {"OUT[10]", "OUT[11].x", "OUT[11].y"};
 
     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
-    const struct shader_reg_maps *reg_maps = ins->ctx->reg_maps;
+    const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
     const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
     char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
 
@@ -3631,7 +3631,7 @@ static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
 }
 
 static void shader_glsl_input_pack(IWineD3DPixelShader *iface, struct wined3d_shader_buffer *buffer,
-        const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps,
+        const struct wined3d_shader_signature_element *input_signature, const struct wined3d_shader_reg_maps *reg_maps,
         enum vertexprocessing_mode vertexprocessing)
 {
     unsigned int i;
@@ -3733,9 +3733,12 @@ static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struc
     HeapFree(GetProcessHeap(), 0, entry);
 }
 
-static void handle_ps3_input(struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, const DWORD *map,
-        const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps_in,
-        const struct wined3d_shader_signature_element *output_signature, const struct shader_reg_maps *reg_maps_out)
+static void handle_ps3_input(struct wined3d_shader_buffer *buffer,
+        const struct wined3d_gl_info *gl_info, const DWORD *map,
+        const struct wined3d_shader_signature_element *input_signature,
+        const struct wined3d_shader_reg_maps *reg_maps_in,
+        const struct wined3d_shader_signature_element *output_signature,
+        const struct wined3d_shader_reg_maps *reg_maps_out)
 {
     unsigned int i, j;
     const char *semantic_name_in;
@@ -3957,7 +3960,7 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
         struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *This,
         const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
 {
-    const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
+    const struct wined3d_shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
     const struct wined3d_gl_info *gl_info = context->gl_info;
     CONST DWORD *function = This->baseShader.function;
     struct shader_glsl_ctx_priv priv_ctx;
@@ -4061,7 +4064,7 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
         struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *This,
         const struct vs_compile_args *args)
 {
-    const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
+    const struct wined3d_shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
     const struct wined3d_gl_info *gl_info = context->gl_info;
     CONST DWORD *function = This->baseShader.function;
     struct shader_glsl_ctx_priv priv_ctx;
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 59fe937..545ee15 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -348,7 +348,7 @@ static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
     bitmap[idx] |= (1 << shift);
 }
 
-static void shader_record_register_usage(IWineD3DBaseShaderImpl *shader, struct shader_reg_maps *reg_maps,
+static void shader_record_register_usage(IWineD3DBaseShaderImpl *shader, struct wined3d_shader_reg_maps *reg_maps,
         const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type)
 {
     switch (reg->type)
@@ -449,7 +449,7 @@ static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HAN
 
 /* Note that this does not count the loop register as an address register. */
 static HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
-        struct shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature,
+        struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature,
         struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size)
 {
     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
@@ -830,7 +830,7 @@ static HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct
     return WINED3D_OK;
 }
 
-unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max)
+unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, unsigned int max)
 {
     DWORD map = 1 << max;
     map |= map - 1;
@@ -1164,7 +1164,7 @@ void shader_dump_src_param(const struct wined3d_shader_src_param *param,
 /* Shared code in order to generate the bulk of the shader string.
  * NOTE: A description of how to parse tokens can be found on MSDN. */
 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
-        const shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx)
+        const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx)
 {
     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
@@ -1579,7 +1579,7 @@ static HRESULT shader_get_function(IWineD3DBaseShaderImpl *shader, void *data, U
 static HRESULT shader_set_function(IWineD3DBaseShaderImpl *shader, const DWORD *byte_code,
         const struct wined3d_shader_signature *output_signature, DWORD float_const_count)
 {
-    struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
+    struct wined3d_shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
     const struct wined3d_shader_frontend *fe;
     HRESULT hr;
 
@@ -1845,7 +1845,7 @@ HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *
         const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
         void *parent, const struct wined3d_parent_ops *parent_ops)
 {
-    struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
+    struct wined3d_shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
     unsigned int i;
     HRESULT hr;
     WORD map;
@@ -2317,7 +2317,7 @@ HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *de
     return WINED3D_OK;
 }
 
-void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures)
+void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures)
 {
     WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type;
     unsigned int i;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 393dda7..8165f18 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -530,7 +530,7 @@ struct wined3d_shader_version
 
 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
 
-typedef struct shader_reg_maps
+struct wined3d_shader_reg_maps
 {
     struct wined3d_shader_version shader_version;
     BYTE texcoord;                          /* MAX_REG_TEXCRD, 8 */
@@ -569,7 +569,7 @@ typedef struct shader_reg_maps
     unsigned loop_depth;
     unsigned highest_render_target;
     UINT min_rel_offset, max_rel_offset;
-} shader_reg_maps;
+};
 
 /* Keeps track of details for TEX_M#x# instructions which need to maintain
  * state information between multiple instructions. */
@@ -589,7 +589,7 @@ struct wined3d_shader_context
 {
     IWineD3DBaseShader *shader;
     const struct wined3d_gl_info *gl_info;
-    const struct shader_reg_maps *reg_maps;
+    const struct wined3d_shader_reg_maps *reg_maps;
     struct wined3d_shader_buffer *buffer;
     struct wined3d_shader_tex_mx *tex_mx;
     struct wined3d_shader_loop_state *loop_state;
@@ -2754,7 +2754,7 @@ typedef struct IWineD3DBaseShaderClass
     struct list constantsB;
     struct list constantsF;
     struct list constantsI;
-    shader_reg_maps reg_maps;
+    struct wined3d_shader_reg_maps reg_maps;
 
     struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
     struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
@@ -2780,9 +2780,10 @@ void shader_dump_src_param(const struct wined3d_shader_src_param *param,
         const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
         const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
-unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max) DECLSPEC_HIDDEN;
+unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
+        unsigned int max) DECLSPEC_HIDDEN;
 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
-        const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN;
+        const struct wined3d_shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN;
 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
 
 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
@@ -2930,7 +2931,7 @@ typedef struct IWineD3DPixelShaderImpl {
 HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
         const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
         void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
-void pixelshader_update_samplers(struct shader_reg_maps *reg_maps,
+void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps,
         IWineD3DBaseTexture * const *textures) DECLSPEC_HIDDEN;
 void find_ps_compile_args(const struct wined3d_state *state,
         IWineD3DPixelShaderImpl *shader, struct ps_compile_args *args) DECLSPEC_HIDDEN;
-- 
1.7.2.2




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