wined3d: Rename some GLSL instruction handlers.

The pshader_glsl_* names are a leftover from when we had separate code for
vertex and fragment shaders.
This commit is contained in:
Henri Verbeet 2009-08-19 10:55:37 +02:00 committed by Alexandre Julliard
parent ffb38da024
commit dc8b1bdc0f

View file

@ -2645,7 +2645,7 @@ static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
/*********************************************
* Pixel Shader Specific Code begins here
********************************************/
static void pshader_glsl_tex(const struct wined3d_shader_instruction *ins)
static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
@ -2748,7 +2748,7 @@ static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
if(!GL_SUPPORT(ARB_SHADER_TEXTURE_LOD)) {
FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
return pshader_glsl_tex(ins);
return shader_glsl_tex(ins);
}
sampler_idx = ins->src[1].reg.idx;
@ -2799,7 +2799,7 @@ static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
"%s", coord_param.param_str);
}
static void pshader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
{
/* FIXME: Make this work for more than just 2D textures */
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
@ -2848,7 +2848,7 @@ static void pshader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
/** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
* Take a 3-component dot product of the TexCoord[dstreg] and src,
* then perform a 1D texture lookup from stage dstregnum, place into dst. */
static void pshader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0_param;
glsl_sample_function_t sample_function;
@ -2892,7 +2892,7 @@ static void pshader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
/** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
* Take a 3-component dot product of the TexCoord[dstreg] and src. */
static void pshader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0_param;
DWORD dstreg = ins->dst[0].reg.idx;
@ -2913,7 +2913,7 @@ static void pshader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
/** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
* Calculate the depth as dst.x / dst.y */
static void pshader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
{
glsl_dst_param_t dst_param;
@ -2934,7 +2934,7 @@ static void pshader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
* Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
* depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
*/
static void pshader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
DWORD dstreg = ins->dst[0].reg.idx;
@ -2948,7 +2948,7 @@ static void pshader_glsl_texm3x2depth(const struct wined3d_shader_instruction *i
/** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
* Calculate the 1st of a 2-row matrix multiplication. */
static void pshader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
static void shader_glsl_texm3x2pad(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;
@ -2961,7 +2961,7 @@ static void pshader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins
/** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
* Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
static void pshader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
@ -2975,7 +2975,7 @@ static void pshader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins
current_state->texcoord_w[current_state->current_row++] = reg;
}
static void pshader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
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;
@ -2995,7 +2995,7 @@ static void pshader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins
/** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
* Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
static void pshader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
glsl_src_param_t src0_param;
@ -3019,7 +3019,7 @@ static void pshader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins
/** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
* Perform the 3rd row of a 3x3 matrix multiply */
static void pshader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
glsl_src_param_t src0_param;
@ -3039,7 +3039,7 @@ static void pshader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
/** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
* Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
static void pshader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
DWORD reg = ins->dst[0].reg.idx;
@ -3070,7 +3070,7 @@ static void pshader_glsl_texm3x3spec(const struct wined3d_shader_instruction *in
/** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
* Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
static void pshader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
DWORD reg = ins->dst[0].reg.idx;
@ -3104,7 +3104,7 @@ static void pshader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *i
* Apply a fake bump map transform.
* texbem is pshader <= 1.3 only, this saves a few version checks
*/
static void pshader_glsl_texbem(const struct wined3d_shader_instruction *ins)
static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
@ -3163,7 +3163,7 @@ static void pshader_glsl_texbem(const struct wined3d_shader_instruction *ins)
}
}
static void pshader_glsl_bem(const struct wined3d_shader_instruction *ins)
static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0_param, src1_param;
DWORD sampler_idx = ins->dst[0].reg.idx;
@ -3178,7 +3178,7 @@ static void pshader_glsl_bem(const struct wined3d_shader_instruction *ins)
/** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
* Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
static void pshader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0_param;
DWORD sampler_idx = ins->dst[0].reg.idx;
@ -3194,7 +3194,7 @@ static void pshader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
/** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
* Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
static void pshader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0_param;
DWORD sampler_idx = ins->dst[0].reg.idx;
@ -3210,7 +3210,7 @@ static void pshader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
/** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
* Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
static void pshader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0_param;
DWORD sampler_idx = ins->dst[0].reg.idx;
@ -3227,7 +3227,7 @@ static void pshader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins
/** Process the WINED3DSIO_TEXKILL instruction in GLSL.
* If any of the first 3 components are < 0, discard this pixel */
static void pshader_glsl_texkill(const struct wined3d_shader_instruction *ins)
static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
{
glsl_dst_param_t dst_param;
@ -3248,7 +3248,7 @@ static void pshader_glsl_texkill(const struct wined3d_shader_instruction *ins)
/** Process the WINED3DSIO_DP2ADD instruction in GLSL.
* dst = dot2(src0, src1) + src2 */
static void pshader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
@ -3272,7 +3272,7 @@ static void pshader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
}
}
static void pshader_glsl_input_pack(IWineD3DPixelShader *iface, struct wined3d_shader_buffer *buffer,
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,
enum vertexprocessing_mode vertexprocessing)
{
@ -3737,7 +3737,7 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
/* Pack 3.0 inputs */
if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
{
pshader_glsl_input_pack((IWineD3DPixelShader *) This, buffer, This->input_signature, reg_maps, args->vp_mode);
shader_glsl_input_pack((IWineD3DPixelShader *) This, buffer, This->input_signature, reg_maps, args->vp_mode);
}
/* Base Shader Body */
@ -4652,7 +4652,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
{
/* WINED3DSIH_ABS */ shader_glsl_map2gl,
/* WINED3DSIH_ADD */ shader_glsl_arith,
/* WINED3DSIH_BEM */ pshader_glsl_bem,
/* WINED3DSIH_BEM */ shader_glsl_bem,
/* WINED3DSIH_BREAK */ shader_glsl_break,
/* WINED3DSIH_BREAKC */ shader_glsl_breakc,
/* WINED3DSIH_BREAKP */ NULL,
@ -4665,7 +4665,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_DEF */ NULL,
/* WINED3DSIH_DEFB */ NULL,
/* WINED3DSIH_DEFI */ NULL,
/* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add,
/* WINED3DSIH_DP2ADD */ shader_glsl_dp2add,
/* WINED3DSIH_DP3 */ shader_glsl_dot,
/* WINED3DSIH_DP4 */ shader_glsl_dot,
/* WINED3DSIH_DST */ shader_glsl_dst,
@ -4711,28 +4711,28 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_SINCOS */ shader_glsl_sincos,
/* WINED3DSIH_SLT */ shader_glsl_compare,
/* WINED3DSIH_SUB */ shader_glsl_arith,
/* WINED3DSIH_TEX */ pshader_glsl_tex,
/* WINED3DSIH_TEXBEM */ pshader_glsl_texbem,
/* WINED3DSIH_TEXBEML */ pshader_glsl_texbem,
/* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord,
/* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth,
/* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3,
/* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex,
/* WINED3DSIH_TEXKILL */ pshader_glsl_texkill,
/* WINED3DSIH_TEX */ shader_glsl_tex,
/* WINED3DSIH_TEXBEM */ shader_glsl_texbem,
/* WINED3DSIH_TEXBEML */ shader_glsl_texbem,
/* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord,
/* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth,
/* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3,
/* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex,
/* WINED3DSIH_TEXKILL */ shader_glsl_texkill,
/* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
/* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
/* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth,
/* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad,
/* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex,
/* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3,
/* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth,
/* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad,
/* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex,
/* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3,
/* WINED3DSIH_TEXM3x3DIFF */ NULL,
/* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad,
/* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec,
/* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex,
/* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec,
/* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar,
/* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb,
/* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb,
/* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad,
/* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec,
/* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex,
/* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec,
/* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar,
/* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb,
/* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb,
};
static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {