[PATCH 3/5] wined3d: Rename "fogmode" to "wined3d_ffp_ps_fog_mode".

Henri Verbeet hverbeet at codeweavers.com
Thu May 30 03:05:34 CDT 2013


This is mostly for consistency with wined3d_ffp_vs_fog_mode.
---
 dlls/wined3d/arb_program_shader.c | 22 ++++++++++++----------
 dlls/wined3d/glsl_shader.c        | 10 +++++-----
 dlls/wined3d/shader.c             | 18 +++++++++---------
 dlls/wined3d/utils.c              | 16 ++++++++--------
 dlls/wined3d/wined3d_private.h    | 20 +++++++++++---------
 5 files changed, 45 insertions(+), 41 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 405a123..c2c9be2 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -3662,16 +3662,17 @@ static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
 
     if (reg_maps->shader_version.major < 3)
     {
-        switch(args->super.fog) {
-            case FOG_OFF:
+        switch (args->super.fog)
+        {
+            case WINED3D_FFP_PS_FOG_OFF:
                 break;
-            case FOG_LINEAR:
+            case WINED3D_FFP_PS_FOG_LINEAR:
                 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
                 break;
-            case FOG_EXP:
+            case WINED3D_FFP_PS_FOG_EXP:
                 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
                 break;
-            case FOG_EXP2:
+            case WINED3D_FFP_PS_FOG_EXP2:
                 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
                 break;
         }
@@ -6208,11 +6209,12 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
 
     shader_addline(&buffer, "!!ARBfp1.0\n");
 
-    switch(settings->fog) {
-        case FOG_OFF:                                                         break;
-        case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
-        case FOG_EXP:    shader_addline(&buffer, "OPTION ARB_fog_exp;\n");    break;
-        case FOG_EXP2:   shader_addline(&buffer, "OPTION ARB_fog_exp2;\n");   break;
+    switch (settings->fog)
+    {
+        case WINED3D_FFP_PS_FOG_OFF:                                                         break;
+        case WINED3D_FFP_PS_FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
+        case WINED3D_FFP_PS_FOG_EXP:    shader_addline(&buffer, "OPTION ARB_fog_exp;\n");    break;
+        case WINED3D_FFP_PS_FOG_EXP2:   shader_addline(&buffer, "OPTION ARB_fog_exp2;\n");   break;
         default: FIXME("Unexpected fog setting %d\n", settings->fog);
     }
 
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index e85b57e..8316e83 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -4420,24 +4420,24 @@ static void shader_glsl_generate_srgb_write_correction(struct wined3d_shader_buf
     shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
 }
 
-static void shader_glsl_generate_fog_code(struct wined3d_shader_buffer *buffer, enum fogmode mode)
+static void shader_glsl_generate_fog_code(struct wined3d_shader_buffer *buffer, enum wined3d_ffp_ps_fog_mode mode)
 {
     switch (mode)
     {
-        case FOG_OFF:
+        case WINED3D_FFP_PS_FOG_OFF:
             return;
 
-        case FOG_LINEAR:
+        case WINED3D_FFP_PS_FOG_LINEAR:
             /* Fog = (gl_Fog.end - gl_FogFragCoord) / (gl_Fog.end - gl_Fog.start) */
             shader_addline(buffer, "float Fog = (gl_Fog.end - gl_FogFragCoord) / (gl_Fog.end - gl_Fog.start);\n");
             break;
 
-        case FOG_EXP:
+        case WINED3D_FFP_PS_FOG_EXP:
             /* Fog = e^-(gl_Fog.density * gl_FogFragCoord) */
             shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
             break;
 
-        case FOG_EXP2:
+        case WINED3D_FFP_PS_FOG_EXP2:
             /* Fog = e^-((gl_Fog.density * gl_FogFragCoord)^2) */
             shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
             break;
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 26fd65b..987c72e 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -2154,7 +2154,7 @@ void find_ps_compile_args(const struct wined3d_state *state,
             args->vp_mode = vertexshader;
         else
             args->vp_mode = fixedfunction;
-        args->fog = FOG_OFF;
+        args->fog = WINED3D_FFP_PS_FOG_OFF;
     }
     else
     {
@@ -2166,27 +2166,27 @@ void find_ps_compile_args(const struct wined3d_state *state,
                 case WINED3D_FOG_NONE:
                     if (device->stream_info.position_transformed || use_vs(state))
                     {
-                        args->fog = FOG_LINEAR;
+                        args->fog = WINED3D_FFP_PS_FOG_LINEAR;
                         break;
                     }
 
                     switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
                     {
                         case WINED3D_FOG_NONE: /* Fall through. */
-                        case WINED3D_FOG_LINEAR: args->fog = FOG_LINEAR; break;
-                        case WINED3D_FOG_EXP:    args->fog = FOG_EXP;    break;
-                        case WINED3D_FOG_EXP2:   args->fog = FOG_EXP2;   break;
+                        case WINED3D_FOG_LINEAR: args->fog = WINED3D_FFP_PS_FOG_LINEAR; break;
+                        case WINED3D_FOG_EXP:    args->fog = WINED3D_FFP_PS_FOG_EXP;    break;
+                        case WINED3D_FOG_EXP2:   args->fog = WINED3D_FFP_PS_FOG_EXP2;   break;
                     }
                     break;
 
-                case WINED3D_FOG_LINEAR: args->fog = FOG_LINEAR; break;
-                case WINED3D_FOG_EXP:    args->fog = FOG_EXP;    break;
-                case WINED3D_FOG_EXP2:   args->fog = FOG_EXP2;   break;
+                case WINED3D_FOG_LINEAR: args->fog = WINED3D_FFP_PS_FOG_LINEAR; break;
+                case WINED3D_FOG_EXP:    args->fog = WINED3D_FFP_PS_FOG_EXP;    break;
+                case WINED3D_FOG_EXP2:   args->fog = WINED3D_FFP_PS_FOG_EXP2;   break;
             }
         }
         else
         {
-            args->fog = FOG_OFF;
+            args->fog = WINED3D_FFP_PS_FOG_OFF;
         }
     }
 }
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 0442957..8f27e61 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -3307,13 +3307,13 @@ void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d
 
     if (!state->render_states[WINED3D_RS_FOGENABLE])
     {
-        settings->fog = FOG_OFF;
+        settings->fog = WINED3D_FFP_PS_FOG_OFF;
     }
     else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
     {
         if (use_vs(state) || state->vertex_declaration->position_transformed)
         {
-            settings->fog = FOG_LINEAR;
+            settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
         }
         else
         {
@@ -3321,13 +3321,13 @@ void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d
             {
                 case WINED3D_FOG_NONE:
                 case WINED3D_FOG_LINEAR:
-                    settings->fog = FOG_LINEAR;
+                    settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
                     break;
                 case WINED3D_FOG_EXP:
-                    settings->fog = FOG_EXP;
+                    settings->fog = WINED3D_FFP_PS_FOG_EXP;
                     break;
                 case WINED3D_FOG_EXP2:
-                    settings->fog = FOG_EXP2;
+                    settings->fog = WINED3D_FFP_PS_FOG_EXP2;
                     break;
             }
         }
@@ -3337,13 +3337,13 @@ void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d
         switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
         {
             case WINED3D_FOG_LINEAR:
-                settings->fog = FOG_LINEAR;
+                settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
                 break;
             case WINED3D_FOG_EXP:
-                settings->fog = FOG_EXP;
+                settings->fog = WINED3D_FFP_PS_FOG_EXP;
                 break;
             case WINED3D_FOG_EXP2:
-                settings->fog = FOG_EXP2;
+                settings->fog = WINED3D_FFP_PS_FOG_EXP2;
                 break;
         }
     }
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index cbaa12d..84adc27 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -734,11 +734,12 @@ enum vertexprocessing_mode {
 
 #define WINED3D_CONST_NUM_UNUSED ~0U
 
-enum fogmode {
-    FOG_OFF,
-    FOG_LINEAR,
-    FOG_EXP,
-    FOG_EXP2
+enum wined3d_ffp_ps_fog_mode
+{
+    WINED3D_FFP_PS_FOG_OFF,
+    WINED3D_FFP_PS_FOG_LINEAR,
+    WINED3D_FFP_PS_FOG_EXP,
+    WINED3D_FFP_PS_FOG_EXP2,
 };
 
 /* Stateblock dependent parameters which have to be hardcoded
@@ -764,7 +765,7 @@ enum wined3d_shader_tex_types
 struct ps_compile_args {
     struct color_fixup_desc     color_fixup[MAX_FRAGMENT_SAMPLERS];
     enum vertexprocessing_mode  vp_mode;
-    enum fogmode                fog;
+    enum wined3d_ffp_ps_fog_mode fog;
     WORD                        tex_transform; /* ps 1.0-1.3, 4 textures */
     WORD                        tex_types; /* ps 1.0 - 1.4, 6 textures */
     WORD                        srgb_correction;
@@ -1672,9 +1673,10 @@ struct texture_stage_op
     unsigned                padding : 10;
 };
 
-struct ffp_frag_settings {
-    struct texture_stage_op     op[MAX_TEXTURES];
-    enum fogmode fog;
+struct ffp_frag_settings
+{
+    struct texture_stage_op op[MAX_TEXTURES];
+    enum wined3d_ffp_ps_fog_mode fog;
     /* Use shorts instead of chars to get dword alignment */
     unsigned short sRGB_write;
     unsigned short emul_clipplanes;
-- 
1.8.1.5




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