wined3d: Get rid of the glsl_sample_function_t typedef.

This commit is contained in:
Henri Verbeet 2011-06-29 12:33:52 +02:00 committed by Alexandre Julliard
parent 8fa44dd76d
commit 12be5afd92

View file

@ -56,10 +56,11 @@ struct glsl_src_param
char param_str[200];
};
typedef struct {
struct glsl_sample_function
{
const char *name;
DWORD coord_mask;
} glsl_sample_function_t;
};
enum heap_node_op
{
@ -1679,7 +1680,7 @@ static inline const char *shader_get_comp_op(DWORD op)
}
static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx,
DWORD sampler_idx, DWORD flags, glsl_sample_function_t *sample_function)
DWORD sampler_idx, DWORD flags, struct glsl_sample_function *sample_function)
{
WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ctx->reg_maps->sampler_type[sampler_idx];
const struct wined3d_gl_info *gl_info = ctx->gl_info;
@ -2027,9 +2028,8 @@ static void shader_glsl_color_correction(const struct wined3d_shader_instruction
}
static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
const char *dx, const char *dy,
const char *bias, const char *coord_reg_fmt, ...)
DWORD sampler, const struct glsl_sample_function *sample_function, DWORD swizzle,
const char *dx, const char *dy, const char *bias, const char *coord_reg_fmt, ...)
{
const char *sampler_base;
char dst_swizzle[6];
@ -3042,7 +3042,7 @@ static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
struct wined3d_device *device = shader->device;
DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
ins->ctx->reg_maps->shader_version.minor);
glsl_sample_function_t sample_function;
struct glsl_sample_function sample_function;
const struct wined3d_texture *texture;
DWORD sample_flags = 0;
DWORD sampler_idx;
@ -3133,9 +3133,9 @@ static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
const struct wined3d_shader *shader = ins->ctx->shader;
struct wined3d_device *device = shader->device;
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
glsl_sample_function_t sample_function;
struct glsl_src_param coord_param, dx_param, dy_param;
DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
struct glsl_sample_function sample_function;
DWORD sampler_idx;
DWORD swizzle = ins->src[1].swizzle;
const struct wined3d_texture *texture;
@ -3167,8 +3167,8 @@ static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
struct wined3d_device *device = shader->device;
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
struct glsl_src_param coord_param, lod_param;
glsl_sample_function_t sample_function;
DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
struct glsl_sample_function sample_function;
DWORD sampler_idx;
DWORD swizzle = ins->src[1].swizzle;
const struct wined3d_texture *texture;
@ -3251,9 +3251,9 @@ static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
* then perform a 1D texture lookup from stage dstregnum, place into dst. */
static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
{
glsl_sample_function_t sample_function;
DWORD sampler_idx = ins->dst[0].reg.idx;
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
struct glsl_sample_function sample_function;
struct glsl_src_param src0_param;
UINT mask_size;
@ -3379,7 +3379,7 @@ static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
DWORD reg = ins->dst[0].reg.idx;
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
glsl_sample_function_t sample_function;
struct glsl_sample_function sample_function;
struct glsl_src_param src0_param;
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
@ -3397,9 +3397,9 @@ static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
struct glsl_sample_function sample_function;
struct glsl_src_param src0_param;
DWORD reg = ins->dst[0].reg.idx;
glsl_sample_function_t sample_function;
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
@ -3442,7 +3442,7 @@ static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
glsl_sample_function_t sample_function;
struct glsl_sample_function sample_function;
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
@ -3469,7 +3469,7 @@ static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *in
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
glsl_sample_function_t sample_function;
struct glsl_sample_function sample_function;
struct glsl_src_param src0_param;
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
@ -3498,7 +3498,7 @@ static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *in
static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
{
const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
glsl_sample_function_t sample_function;
struct glsl_sample_function sample_function;
struct glsl_src_param coord_param;
DWORD sampler_idx;
DWORD mask;
@ -3569,9 +3569,9 @@ static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
* Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
{
struct glsl_sample_function sample_function;
struct glsl_src_param src0_param;
DWORD sampler_idx = ins->dst[0].reg.idx;
glsl_sample_function_t sample_function;
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
@ -3584,9 +3584,9 @@ static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
* Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
{
struct glsl_sample_function sample_function;
struct glsl_src_param src0_param;
DWORD sampler_idx = ins->dst[0].reg.idx;
glsl_sample_function_t sample_function;
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
@ -3599,9 +3599,9 @@ static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
* Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
{
struct glsl_sample_function sample_function;
struct glsl_src_param src0_param;
DWORD sampler_idx = ins->dst[0].reg.idx;
glsl_sample_function_t sample_function;
/* Dependent read, not valid with conditional NP2 */
shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);