wined3d: Move D3DSIO_DEF instruction for ARB shaders into arb_program_shader.c.
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@ -144,4 +144,21 @@ void shader_generate_arb_declarations(
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This->baseShader.limits.constant_float - 1);
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}
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/** Process the D3DSIO_DEF opcode into an ARB string - creates a local vec4
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* float constant, and stores it's usage on the regmaps. */
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void shader_hw_def(SHADER_OPCODE_ARG* arg) {
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DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
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shader_addline(arg->buffer,
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"PARAM C%lu = { %f, %f, %f, %f };\n", reg,
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*((const float *)(arg->src + 0)),
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*((const float *)(arg->src + 1)),
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*((const float *)(arg->src + 2)),
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*((const float *)(arg->src + 3)) );
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arg->reg_maps->constantsF[reg] = 1;
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}
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/* TODO: Add more ARB_[vertex/fragment]_program specific code here */
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@ -823,22 +823,6 @@ void shader_dump_ins_modifiers(const DWORD output) {
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FIXME("_unrecognized_modifier(%#lx)", mmask >> D3DSP_DSTMOD_SHIFT);
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}
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/** Process the D3DSIO_DEF opcode into an ARB string - creates a local vec4
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* float constant, and stores it's usage on the regmaps. */
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void shader_hw_def(SHADER_OPCODE_ARG* arg) {
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DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
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shader_addline(arg->buffer,
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"PARAM C%lu = { %f, %f, %f, %f };\n", reg,
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*((const float *)(arg->src + 0)),
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*((const float *)(arg->src + 1)),
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*((const float *)(arg->src + 2)),
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*((const float *)(arg->src + 3)) );
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arg->reg_maps->constantsF[reg] = 1;
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}
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/* First pass: trace shader, initialize length and version */
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void shader_trace_init(
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IWineD3DBaseShader *iface,
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