From 703ef0de02df3f4f5f9541425b16e580373e2c75 Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Wed, 4 Mar 2009 07:07:38 +0100 Subject: [PATCH] wined3d: Use flags for shader_glsl_get_sample_function(). Having three BOOL parameters looks a bit awkward. --- dlls/wined3d/glsl_shader.c | 59 ++++++++++++++++++++++++---------------------- 1 file changed, 31 insertions(+), 28 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 20e8df0eca3..3a89f7420d3 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -40,6 +40,10 @@ WINE_DECLARE_DEBUG_CHANNEL(d3d); #define GLINFO_LOCATION (*gl_info) +#define WINED3D_GLSL_SAMPLE_PROJECTED 0x1 +#define WINED3D_GLSL_SAMPLE_RECT 0x2 +#define WINED3D_GLSL_SAMPLE_LOD 0x4 + typedef struct { char reg_name[150]; char mask_str[6]; @@ -1300,7 +1304,12 @@ static inline const char* shader_get_comp_op( } } -static void shader_glsl_get_sample_function(DWORD sampler_type, BOOL projected, BOOL texrect, BOOL lod, glsl_sample_function_t *sample_function) { +static void shader_glsl_get_sample_function(DWORD sampler_type, DWORD flags, glsl_sample_function_t *sample_function) +{ + BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED; + BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT; + BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD; + /* Note that there's no such thing as a projected cube texture. */ switch(sampler_type) { case WINED3DSTT_1D: @@ -2308,9 +2317,9 @@ static void pshader_glsl_tex(const SHADER_OPCODE_ARG *arg) IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; DWORD shader_version = arg->reg_maps->shader_version; glsl_sample_function_t sample_function; + DWORD sample_flags = 0; DWORD sampler_type; DWORD sampler_idx; - BOOL projected, texrect = FALSE; DWORD mask = 0, swizzle; /* 1.0-1.4: Use destination register as sampler source. @@ -2325,7 +2334,7 @@ static void pshader_glsl_tex(const SHADER_OPCODE_ARG *arg) /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */ if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) { - projected = TRUE; + sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED; switch (flags & ~WINED3DTTFF_PROJECTED) { case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break; case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break; @@ -2333,8 +2342,6 @@ static void pshader_glsl_tex(const SHADER_OPCODE_ARG *arg) case WINED3DTTFF_COUNT4: case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break; } - } else { - projected = FALSE; } } else if (shader_version < WINED3DPS_VERSION(2,0)) @@ -2342,30 +2349,26 @@ static void pshader_glsl_tex(const SHADER_OPCODE_ARG *arg) DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK; if (src_mod == WINED3DSPSM_DZ) { - projected = TRUE; + sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED; mask = WINED3DSP_WRITEMASK_2; } else if (src_mod == WINED3DSPSM_DW) { - projected = TRUE; + sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED; mask = WINED3DSP_WRITEMASK_3; - } else { - projected = FALSE; } } else { if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) { - /* ps 2.0 texldp instruction always divides by the fourth component. */ - projected = TRUE; - mask = WINED3DSP_WRITEMASK_3; - } else { - projected = FALSE; + /* ps 2.0 texldp instruction always divides by the fourth component. */ + sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED; + mask = WINED3DSP_WRITEMASK_3; } } if(deviceImpl->stateBlock->textures[sampler_idx] && IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) { - texrect = TRUE; + sample_flags |= WINED3D_GLSL_SAMPLE_RECT; } - shader_glsl_get_sample_function(sampler_type, projected, texrect, FALSE, &sample_function); + shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function); mask |= sample_function.coord_mask; if (shader_version < WINED3DPS_VERSION(2,0)) swizzle = WINED3DVS_NOSWIZZLE; @@ -2400,9 +2403,9 @@ static void shader_glsl_texldl(const SHADER_OPCODE_ARG *arg) IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; glsl_sample_function_t sample_function; glsl_src_param_t coord_param, lod_param; + DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD; DWORD sampler_type; DWORD sampler_idx; - BOOL texrect = FALSE; DWORD swizzle = arg->src[1] & WINED3DSP_SWIZZLE_MASK; shader_glsl_append_dst(arg->buffer, arg); @@ -2411,9 +2414,9 @@ static void shader_glsl_texldl(const SHADER_OPCODE_ARG *arg) sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK; if(deviceImpl->stateBlock->textures[sampler_idx] && IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) { - texrect = TRUE; + sample_flags |= WINED3D_GLSL_SAMPLE_RECT; } - shader_glsl_get_sample_function(sampler_type, FALSE, texrect, TRUE, &sample_function); + shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &coord_param); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &lod_param); @@ -2495,7 +2498,7 @@ static void pshader_glsl_texdp3tex(const SHADER_OPCODE_ARG *arg) * * It is a dependent read - not valid with conditional NP2 textures */ - shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, FALSE, &sample_function); + shader_glsl_get_sample_function(sampler_type, 0, &sample_function); switch(count_bits(sample_function.coord_mask)) { case 1: @@ -2616,7 +2619,7 @@ static void pshader_glsl_texm3x2tex(const SHADER_OPCODE_ARG *arg) shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param); shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str); - shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, FALSE, &sample_function); + shader_glsl_get_sample_function(sampler_type, 0, &sample_function); /* Sample the texture using the calculated coordinates */ shader_glsl_gen_sample_code(arg, reg, "tmp0.xy", @@ -2640,7 +2643,7 @@ static void pshader_glsl_texm3x3tex(const SHADER_OPCODE_ARG *arg) shader_addline(arg->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str); /* Dependent read, not valid with conditional NP2 */ - shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, FALSE, &sample_function); + shader_glsl_get_sample_function(sampler_type, 0, &sample_function); /* Sample the texture using the calculated coordinates */ shader_glsl_gen_sample_code(arg, reg, "tmp0.xyz", @@ -2693,7 +2696,7 @@ static void pshader_glsl_texm3x3spec(const SHADER_OPCODE_ARG *arg) shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str); /* Dependent read, not valid with conditional NP2 */ - shader_glsl_get_sample_function(stype, FALSE, FALSE, FALSE, &sample_function); + shader_glsl_get_sample_function(stype, 0, &sample_function); /* Sample the texture */ shader_glsl_gen_sample_code(arg, reg, "tmp0.xyz", @@ -2727,7 +2730,7 @@ static void pshader_glsl_texm3x3vspec(const SHADER_OPCODE_ARG *arg) shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n"); /* Dependent read, not valid with conditional NP2 */ - shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, FALSE, &sample_function); + shader_glsl_get_sample_function(sampler_type, 0, &sample_function); /* Sample the texture using the calculated coordinates */ shader_glsl_gen_sample_code(arg, reg, "tmp0.xyz", @@ -2759,7 +2762,7 @@ static void pshader_glsl_texbem(const SHADER_OPCODE_ARG *arg) sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK; /* Dependent read, not valid with conditional NP2 */ - shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, FALSE, &sample_function); + shader_glsl_get_sample_function(sampler_type, 0, &sample_function); mask = sample_function.coord_mask; shader_glsl_get_write_mask(mask, coord_mask); @@ -2827,7 +2830,7 @@ static void pshader_glsl_texreg2ar(const SHADER_OPCODE_ARG *arg) shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param); - shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, FALSE, &sample_function); + shader_glsl_get_sample_function(sampler_type, 0, &sample_function); sprintf(src, "%s.wx", src0_param.reg_name); shader_glsl_gen_sample_code(arg, sampler_idx, src, &sample_function, WINED3DVS_NOSWIZZLE, @@ -2846,7 +2849,7 @@ static void pshader_glsl_texreg2gb(const SHADER_OPCODE_ARG *arg) shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param); - shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, FALSE, &sample_function); + shader_glsl_get_sample_function(sampler_type, 0, &sample_function); sprintf(src, "%s.yz", src0_param.reg_name); shader_glsl_gen_sample_code(arg, sampler_idx, src, &sample_function, WINED3DVS_NOSWIZZLE, @@ -2863,7 +2866,7 @@ static void pshader_glsl_texreg2rgb(const SHADER_OPCODE_ARG *arg) glsl_sample_function_t sample_function; /* Dependent read, not valid with conditional NP2 */ - shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, FALSE, &sample_function); + shader_glsl_get_sample_function(sampler_type, 0, &sample_function); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &src0_param); shader_glsl_gen_sample_code(arg, sampler_idx, src0_param.param_str, -- 2.11.4.GIT