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synced 2024-12-04 09:53:54 +00:00
wined3d: Make some more ARB program functions private to the backend.
This commit is contained in:
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daef052daa
commit
a0940051eb
@ -956,7 +956,7 @@ static inline void pshader_gen_output_modifier_line(
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regstr, write_mask, regstr, shift_tab[shift]);
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}
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void pshader_hw_bem(SHADER_OPCODE_ARG* arg) {
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static void pshader_hw_bem(SHADER_OPCODE_ARG* arg) {
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IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
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SHADER_BUFFER* buffer = arg->buffer;
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@ -994,7 +994,7 @@ void pshader_hw_bem(SHADER_OPCODE_ARG* arg) {
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}
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}
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void pshader_hw_cnd(SHADER_OPCODE_ARG* arg) {
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static void pshader_hw_cnd(SHADER_OPCODE_ARG* arg) {
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IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
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SHADER_BUFFER* buffer = arg->buffer;
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@ -1028,7 +1028,7 @@ void pshader_hw_cnd(SHADER_OPCODE_ARG* arg) {
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pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
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}
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void pshader_hw_cmp(SHADER_OPCODE_ARG* arg) {
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static void pshader_hw_cmp(SHADER_OPCODE_ARG* arg) {
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SHADER_BUFFER* buffer = arg->buffer;
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char dst_wmask[20];
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@ -1057,7 +1057,7 @@ void pshader_hw_cmp(SHADER_OPCODE_ARG* arg) {
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/** Process the WINED3DSIO_DP2ADD instruction in ARB.
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* dst = dot2(src0, src1) + src2 */
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void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg) {
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static void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg) {
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SHADER_BUFFER* buffer = arg->buffer;
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char dst_wmask[20];
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char dst_name[50];
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@ -1083,7 +1083,7 @@ void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg) {
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}
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/* Map the opcode 1-to-1 to the GL code */
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void shader_hw_map2gl(SHADER_OPCODE_ARG* arg)
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static void shader_hw_map2gl(SHADER_OPCODE_ARG* arg)
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{
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IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl*)arg->shader;
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CONST SHADER_OPCODE* curOpcode = arg->opcode;
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@ -1198,7 +1198,7 @@ void shader_hw_map2gl(SHADER_OPCODE_ARG* arg)
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}
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}
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void pshader_hw_texkill(SHADER_OPCODE_ARG* arg) {
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static void pshader_hw_texkill(SHADER_OPCODE_ARG* arg) {
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IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
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DWORD hex_version = This->baseShader.hex_version;
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SHADER_BUFFER* buffer = arg->buffer;
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@ -1222,7 +1222,7 @@ void pshader_hw_texkill(SHADER_OPCODE_ARG* arg) {
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}
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}
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void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
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static void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
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IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
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IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
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@ -1286,7 +1286,7 @@ void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
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shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord, projected, bias);
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}
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void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) {
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static void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) {
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IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
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DWORD dst = arg->dst;
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@ -1307,7 +1307,7 @@ void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) {
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}
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}
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void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) {
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static void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) {
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SHADER_BUFFER* buffer = arg->buffer;
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IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
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@ -1326,7 +1326,7 @@ void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) {
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shader_hw_sample(arg, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
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}
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void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
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static void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
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SHADER_BUFFER* buffer = arg->buffer;
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@ -1341,7 +1341,7 @@ void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
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shader_hw_sample(arg, reg1, dst_str, "TMP", FALSE, FALSE);
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}
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void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg) {
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static void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg) {
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SHADER_BUFFER* buffer = arg->buffer;
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DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
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@ -1353,7 +1353,7 @@ void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg) {
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shader_hw_sample(arg, reg1, dst_str, src_str, FALSE, FALSE);
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}
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void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
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static void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
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IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
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BOOL has_bumpmat = FALSE;
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BOOL has_luminance = FALSE;
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@ -1424,7 +1424,7 @@ void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
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}
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}
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void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) {
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static void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) {
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DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
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SHADER_BUFFER* buffer = arg->buffer;
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@ -1434,7 +1434,7 @@ void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) {
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shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name);
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}
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void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
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static void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
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IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
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IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
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@ -1451,7 +1451,7 @@ void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
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shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
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}
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void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) {
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static void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) {
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IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
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DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
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@ -1464,7 +1464,7 @@ void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) {
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current_state->texcoord_w[current_state->current_row++] = reg;
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}
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void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) {
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static void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) {
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IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
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IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
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@ -1485,7 +1485,7 @@ void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) {
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current_state->current_row = 0;
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}
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void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
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static void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
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IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
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IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
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@ -1521,7 +1521,7 @@ void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
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current_state->current_row = 0;
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}
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void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
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static void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
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IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
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IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
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@ -1558,7 +1558,7 @@ void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
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current_state->current_row = 0;
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}
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void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg) {
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static void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg) {
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SHADER_BUFFER* buffer = arg->buffer;
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char dst_name[50];
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@ -1587,7 +1587,7 @@ void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg) {
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/** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
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* Take a 3-component dot product of the TexCoord[dstreg] and src,
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* then perform a 1D texture lookup from stage dstregnum, place into dst. */
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void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg) {
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static void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg) {
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SHADER_BUFFER* buffer = arg->buffer;
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DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
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char src0[50];
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@ -1603,7 +1603,7 @@ void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg) {
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/** Process the WINED3DSIO_TEXDP3 instruction in ARB:
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* Take a 3-component dot product of the TexCoord[dstreg] and src. */
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void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg) {
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static void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg) {
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char src0[50];
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char dst_str[50];
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char dst_mask[6];
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@ -1622,7 +1622,7 @@ void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg) {
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/** Process the WINED3DSIO_TEXM3X3 instruction in ARB
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* Perform the 3rd row of a 3x3 matrix multiply */
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void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg) {
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static void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg) {
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SHADER_BUFFER* buffer = arg->buffer;
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char dst_str[50];
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char dst_mask[6];
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@ -1644,7 +1644,7 @@ void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg) {
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* Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
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* depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
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*/
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void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg) {
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static void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg) {
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SHADER_BUFFER* buffer = arg->buffer;
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DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK;
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char src0[50];
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@ -1664,7 +1664,7 @@ void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg) {
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/** Handles transforming all WINED3DSIO_M?x? opcodes for
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Vertex/Pixel shaders to ARB_vertex_program codes */
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void shader_hw_mnxn(SHADER_OPCODE_ARG* arg) {
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static void shader_hw_mnxn(SHADER_OPCODE_ARG* arg) {
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int i;
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int nComponents = 0;
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@ -1712,7 +1712,7 @@ void shader_hw_mnxn(SHADER_OPCODE_ARG* arg) {
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}
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}
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void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg) {
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static void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg) {
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CONST SHADER_OPCODE* curOpcode = arg->opcode;
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SHADER_BUFFER* buffer = arg->buffer;
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DWORD dst = arg->dst;
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@ -1735,7 +1735,7 @@ void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg) {
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shader_addline(buffer, "%s;\n", tmpLine);
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}
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void shader_hw_nrm(SHADER_OPCODE_ARG* arg) {
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static void shader_hw_nrm(SHADER_OPCODE_ARG* arg) {
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SHADER_BUFFER* buffer = arg->buffer;
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char dst_name[50];
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char src_name[50];
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@ -1757,7 +1757,7 @@ void shader_hw_nrm(SHADER_OPCODE_ARG* arg) {
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pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
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}
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void shader_hw_sincos(SHADER_OPCODE_ARG* arg) {
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static void shader_hw_sincos(SHADER_OPCODE_ARG* arg) {
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/* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
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* must contain fixed constants. So we need a separate function to filter those constants and
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* can't use map2gl
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@ -2111,42 +2111,6 @@ extern BOOL vshader_input_is_color(
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extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
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/* ARB shader program Prototypes */
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extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
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/* ARB pixel shader prototypes */
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extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
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extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
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extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
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extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
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extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
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extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
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extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
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extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
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extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
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extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
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extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
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extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
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extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
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extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
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extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
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extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
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extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
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extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
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extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
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extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
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extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
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extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
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/* ARB vertex / pixel shader common prototypes */
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extern void shader_hw_map2gl(SHADER_OPCODE_ARG* arg);
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extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
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extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
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extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
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/* ARB vertex shader prototypes */
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extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
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/* GLSL helper functions */
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extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
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