wined3d: Fix some more indentation.
This commit is contained in:
parent
46b4c15a31
commit
2576bf3ddd
|
@ -120,84 +120,84 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader*
|
|||
return WINED3D_OK;
|
||||
}
|
||||
|
||||
static void pshader_set_limits(
|
||||
IWineD3DPixelShaderImpl *This) {
|
||||
static void pshader_set_limits(IWineD3DPixelShaderImpl *This)
|
||||
{
|
||||
This->baseShader.limits.attributes = 0;
|
||||
This->baseShader.limits.address = 0;
|
||||
This->baseShader.limits.packed_output = 0;
|
||||
|
||||
This->baseShader.limits.attributes = 0;
|
||||
This->baseShader.limits.address = 0;
|
||||
This->baseShader.limits.packed_output = 0;
|
||||
switch (This->baseShader.reg_maps.shader_version)
|
||||
{
|
||||
case WINED3DPS_VERSION(1,0):
|
||||
case WINED3DPS_VERSION(1,1):
|
||||
case WINED3DPS_VERSION(1,2):
|
||||
case WINED3DPS_VERSION(1,3):
|
||||
This->baseShader.limits.temporary = 2;
|
||||
This->baseShader.limits.constant_float = 8;
|
||||
This->baseShader.limits.constant_int = 0;
|
||||
This->baseShader.limits.constant_bool = 0;
|
||||
This->baseShader.limits.texcoord = 4;
|
||||
This->baseShader.limits.sampler = 4;
|
||||
This->baseShader.limits.packed_input = 0;
|
||||
This->baseShader.limits.label = 0;
|
||||
break;
|
||||
|
||||
switch (This->baseShader.reg_maps.shader_version)
|
||||
{
|
||||
case WINED3DPS_VERSION(1,0):
|
||||
case WINED3DPS_VERSION(1,1):
|
||||
case WINED3DPS_VERSION(1,2):
|
||||
case WINED3DPS_VERSION(1,3):
|
||||
This->baseShader.limits.temporary = 2;
|
||||
This->baseShader.limits.constant_float = 8;
|
||||
This->baseShader.limits.constant_int = 0;
|
||||
This->baseShader.limits.constant_bool = 0;
|
||||
This->baseShader.limits.texcoord = 4;
|
||||
This->baseShader.limits.sampler = 4;
|
||||
This->baseShader.limits.packed_input = 0;
|
||||
This->baseShader.limits.label = 0;
|
||||
break;
|
||||
case WINED3DPS_VERSION(1,4):
|
||||
This->baseShader.limits.temporary = 6;
|
||||
This->baseShader.limits.constant_float = 8;
|
||||
This->baseShader.limits.constant_int = 0;
|
||||
This->baseShader.limits.constant_bool = 0;
|
||||
This->baseShader.limits.texcoord = 6;
|
||||
This->baseShader.limits.sampler = 6;
|
||||
This->baseShader.limits.packed_input = 0;
|
||||
This->baseShader.limits.label = 0;
|
||||
break;
|
||||
|
||||
case WINED3DPS_VERSION(1,4):
|
||||
This->baseShader.limits.temporary = 6;
|
||||
This->baseShader.limits.constant_float = 8;
|
||||
This->baseShader.limits.constant_int = 0;
|
||||
This->baseShader.limits.constant_bool = 0;
|
||||
This->baseShader.limits.texcoord = 6;
|
||||
This->baseShader.limits.sampler = 6;
|
||||
This->baseShader.limits.packed_input = 0;
|
||||
This->baseShader.limits.label = 0;
|
||||
break;
|
||||
|
||||
/* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */
|
||||
case WINED3DPS_VERSION(2,0):
|
||||
This->baseShader.limits.temporary = 32;
|
||||
This->baseShader.limits.constant_float = 32;
|
||||
This->baseShader.limits.constant_int = 16;
|
||||
This->baseShader.limits.constant_bool = 16;
|
||||
This->baseShader.limits.texcoord = 8;
|
||||
This->baseShader.limits.sampler = 16;
|
||||
This->baseShader.limits.packed_input = 0;
|
||||
break;
|
||||
/* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */
|
||||
case WINED3DPS_VERSION(2,0):
|
||||
This->baseShader.limits.temporary = 32;
|
||||
This->baseShader.limits.constant_float = 32;
|
||||
This->baseShader.limits.constant_int = 16;
|
||||
This->baseShader.limits.constant_bool = 16;
|
||||
This->baseShader.limits.texcoord = 8;
|
||||
This->baseShader.limits.sampler = 16;
|
||||
This->baseShader.limits.packed_input = 0;
|
||||
break;
|
||||
|
||||
case WINED3DPS_VERSION(2,1):
|
||||
This->baseShader.limits.temporary = 32;
|
||||
This->baseShader.limits.constant_float = 32;
|
||||
This->baseShader.limits.constant_int = 16;
|
||||
This->baseShader.limits.constant_bool = 16;
|
||||
This->baseShader.limits.texcoord = 8;
|
||||
This->baseShader.limits.sampler = 16;
|
||||
This->baseShader.limits.packed_input = 0;
|
||||
This->baseShader.limits.label = 16;
|
||||
break;
|
||||
case WINED3DPS_VERSION(2,1):
|
||||
This->baseShader.limits.temporary = 32;
|
||||
This->baseShader.limits.constant_float = 32;
|
||||
This->baseShader.limits.constant_int = 16;
|
||||
This->baseShader.limits.constant_bool = 16;
|
||||
This->baseShader.limits.texcoord = 8;
|
||||
This->baseShader.limits.sampler = 16;
|
||||
This->baseShader.limits.packed_input = 0;
|
||||
This->baseShader.limits.label = 16;
|
||||
break;
|
||||
|
||||
case WINED3DPS_VERSION(3,0):
|
||||
This->baseShader.limits.temporary = 32;
|
||||
This->baseShader.limits.constant_float = 224;
|
||||
This->baseShader.limits.constant_int = 16;
|
||||
This->baseShader.limits.constant_bool = 16;
|
||||
This->baseShader.limits.texcoord = 0;
|
||||
This->baseShader.limits.sampler = 16;
|
||||
This->baseShader.limits.packed_input = 12;
|
||||
This->baseShader.limits.label = 16; /* FIXME: 2048 */
|
||||
break;
|
||||
case WINED3DPS_VERSION(3,0):
|
||||
This->baseShader.limits.temporary = 32;
|
||||
This->baseShader.limits.constant_float = 224;
|
||||
This->baseShader.limits.constant_int = 16;
|
||||
This->baseShader.limits.constant_bool = 16;
|
||||
This->baseShader.limits.texcoord = 0;
|
||||
This->baseShader.limits.sampler = 16;
|
||||
This->baseShader.limits.packed_input = 12;
|
||||
This->baseShader.limits.label = 16; /* FIXME: 2048 */
|
||||
break;
|
||||
|
||||
default: This->baseShader.limits.temporary = 32;
|
||||
This->baseShader.limits.constant_float = 32;
|
||||
This->baseShader.limits.constant_int = 16;
|
||||
This->baseShader.limits.constant_bool = 16;
|
||||
This->baseShader.limits.texcoord = 8;
|
||||
This->baseShader.limits.sampler = 16;
|
||||
This->baseShader.limits.packed_input = 0;
|
||||
This->baseShader.limits.label = 0;
|
||||
FIXME("Unrecognized pixel shader version %#x\n",
|
||||
This->baseShader.reg_maps.shader_version);
|
||||
}
|
||||
default:
|
||||
This->baseShader.limits.temporary = 32;
|
||||
This->baseShader.limits.constant_float = 32;
|
||||
This->baseShader.limits.constant_int = 16;
|
||||
This->baseShader.limits.constant_bool = 16;
|
||||
This->baseShader.limits.texcoord = 8;
|
||||
This->baseShader.limits.sampler = 16;
|
||||
This->baseShader.limits.packed_input = 0;
|
||||
This->baseShader.limits.label = 0;
|
||||
FIXME("Unrecognized pixel shader version %#x\n",
|
||||
This->baseShader.reg_maps.shader_version);
|
||||
}
|
||||
}
|
||||
|
||||
static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) {
|
||||
|
|
|
@ -34,69 +34,67 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
|
|||
|
||||
#define GLINFO_LOCATION ((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info
|
||||
|
||||
static void vshader_set_limits(
|
||||
IWineD3DVertexShaderImpl *This) {
|
||||
static void vshader_set_limits(IWineD3DVertexShaderImpl *This)
|
||||
{
|
||||
This->baseShader.limits.texcoord = 0;
|
||||
This->baseShader.limits.attributes = 16;
|
||||
This->baseShader.limits.packed_input = 0;
|
||||
|
||||
This->baseShader.limits.texcoord = 0;
|
||||
This->baseShader.limits.attributes = 16;
|
||||
This->baseShader.limits.packed_input = 0;
|
||||
switch (This->baseShader.reg_maps.shader_version)
|
||||
{
|
||||
case WINED3DVS_VERSION(1,0):
|
||||
case WINED3DVS_VERSION(1,1):
|
||||
This->baseShader.limits.temporary = 12;
|
||||
This->baseShader.limits.constant_bool = 0;
|
||||
This->baseShader.limits.constant_int = 0;
|
||||
This->baseShader.limits.address = 1;
|
||||
This->baseShader.limits.packed_output = 0;
|
||||
This->baseShader.limits.sampler = 0;
|
||||
This->baseShader.limits.label = 0;
|
||||
/* TODO: vs_1_1 has a minimum of 96 constants. What happens if a vs_1_1 shader is used
|
||||
* on a vs_3_0 capable card that has 256 constants? */
|
||||
This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
|
||||
break;
|
||||
|
||||
switch (This->baseShader.reg_maps.shader_version)
|
||||
{
|
||||
case WINED3DVS_VERSION(1,0):
|
||||
case WINED3DVS_VERSION(1,1):
|
||||
This->baseShader.limits.temporary = 12;
|
||||
This->baseShader.limits.constant_bool = 0;
|
||||
This->baseShader.limits.constant_int = 0;
|
||||
This->baseShader.limits.address = 1;
|
||||
This->baseShader.limits.packed_output = 0;
|
||||
This->baseShader.limits.sampler = 0;
|
||||
This->baseShader.limits.label = 0;
|
||||
/* TODO: vs_1_1 has a minimum of 96 constants. What happens if a vs_1_1 shader is used
|
||||
* on a vs_3_0 capable card that has 256 constants?
|
||||
*/
|
||||
This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
|
||||
break;
|
||||
case WINED3DVS_VERSION(2,0):
|
||||
case WINED3DVS_VERSION(2,1):
|
||||
This->baseShader.limits.temporary = 12;
|
||||
This->baseShader.limits.constant_bool = 16;
|
||||
This->baseShader.limits.constant_int = 16;
|
||||
This->baseShader.limits.address = 1;
|
||||
This->baseShader.limits.packed_output = 0;
|
||||
This->baseShader.limits.sampler = 0;
|
||||
This->baseShader.limits.label = 16;
|
||||
This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
|
||||
break;
|
||||
|
||||
case WINED3DVS_VERSION(2,0):
|
||||
case WINED3DVS_VERSION(2,1):
|
||||
This->baseShader.limits.temporary = 12;
|
||||
This->baseShader.limits.constant_bool = 16;
|
||||
This->baseShader.limits.constant_int = 16;
|
||||
This->baseShader.limits.address = 1;
|
||||
This->baseShader.limits.packed_output = 0;
|
||||
This->baseShader.limits.sampler = 0;
|
||||
This->baseShader.limits.label = 16;
|
||||
This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
|
||||
break;
|
||||
case WINED3DVS_VERSION(3,0):
|
||||
This->baseShader.limits.temporary = 32;
|
||||
This->baseShader.limits.constant_bool = 32;
|
||||
This->baseShader.limits.constant_int = 32;
|
||||
This->baseShader.limits.address = 1;
|
||||
This->baseShader.limits.packed_output = 12;
|
||||
This->baseShader.limits.sampler = 4;
|
||||
This->baseShader.limits.label = 16; /* FIXME: 2048 */
|
||||
/* DX10 cards on Windows advertise a d3d9 constant limit of 256 even though they are capable
|
||||
* of supporting much more(GL drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
|
||||
* wined3d-advertised maximum. Clamp the constant limit for <= 3.0 shaders to 256.s
|
||||
* use constant buffers */
|
||||
This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
|
||||
break;
|
||||
|
||||
case WINED3DVS_VERSION(3,0):
|
||||
This->baseShader.limits.temporary = 32;
|
||||
This->baseShader.limits.constant_bool = 32;
|
||||
This->baseShader.limits.constant_int = 32;
|
||||
This->baseShader.limits.address = 1;
|
||||
This->baseShader.limits.packed_output = 12;
|
||||
This->baseShader.limits.sampler = 4;
|
||||
This->baseShader.limits.label = 16; /* FIXME: 2048 */
|
||||
/* DX10 cards on Windows advertise a d3d9 constant limit of 256 even though they are capable
|
||||
* of supporting much more(GL drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
|
||||
* wined3d-advertised maximum. Clamp the constant limit for <= 3.0 shaders to 256.s
|
||||
* use constant buffers
|
||||
*/
|
||||
This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
|
||||
break;
|
||||
|
||||
default: This->baseShader.limits.temporary = 12;
|
||||
This->baseShader.limits.constant_bool = 16;
|
||||
This->baseShader.limits.constant_int = 16;
|
||||
This->baseShader.limits.address = 1;
|
||||
This->baseShader.limits.packed_output = 0;
|
||||
This->baseShader.limits.sampler = 0;
|
||||
This->baseShader.limits.label = 16;
|
||||
This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
|
||||
FIXME("Unrecognized vertex shader version %#x\n",
|
||||
This->baseShader.reg_maps.shader_version);
|
||||
}
|
||||
default:
|
||||
This->baseShader.limits.temporary = 12;
|
||||
This->baseShader.limits.constant_bool = 16;
|
||||
This->baseShader.limits.constant_int = 16;
|
||||
This->baseShader.limits.address = 1;
|
||||
This->baseShader.limits.packed_output = 0;
|
||||
This->baseShader.limits.sampler = 0;
|
||||
This->baseShader.limits.label = 16;
|
||||
This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
|
||||
FIXME("Unrecognized vertex shader version %#x\n",
|
||||
This->baseShader.reg_maps.shader_version);
|
||||
}
|
||||
}
|
||||
|
||||
/* This is an internal function,
|
||||
|
|
Loading…
Reference in New Issue