wined3d: Get rid of the glsl_dst_param_t typedef.
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24d77c263d
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@ -44,10 +44,11 @@ WINE_DECLARE_DEBUG_CHANNEL(d3d);
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#define WINED3D_GLSL_SAMPLE_LOD 0x4
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#define WINED3D_GLSL_SAMPLE_GRAD 0x8
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typedef struct {
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struct glsl_dst_param
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{
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char reg_name[150];
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char mask_str[6];
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} glsl_dst_param_t;
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};
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typedef struct {
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char reg_name[150];
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@ -1600,7 +1601,7 @@ static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *i
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* Also, return the actual register name and swizzle in case the
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* caller needs this information as well. */
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static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
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const struct wined3d_shader_dst_param *wined3d_dst, glsl_dst_param_t *glsl_dst)
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const struct wined3d_shader_dst_param *wined3d_dst, struct glsl_dst_param *glsl_dst)
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{
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BOOL is_color = FALSE;
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@ -1615,7 +1616,7 @@ static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *
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static DWORD shader_glsl_append_dst_ext(struct wined3d_shader_buffer *buffer,
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const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
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{
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glsl_dst_param_t glsl_dst;
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struct glsl_dst_param glsl_dst;
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DWORD mask;
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mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
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@ -1633,7 +1634,7 @@ static DWORD shader_glsl_append_dst(struct wined3d_shader_buffer *buffer, const
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/** Process GLSL instruction modifiers */
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static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
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{
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glsl_dst_param_t dst_param;
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struct glsl_dst_param dst_param;
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DWORD modifiers;
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if (!ins->dst_count) return;
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@ -1964,7 +1965,7 @@ static void shader_glsl_color_correction(const struct wined3d_shader_instruction
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{
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struct wined3d_shader_dst_param dst;
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unsigned int mask_size, remaining;
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glsl_dst_param_t dst_param;
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struct glsl_dst_param dst_param;
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char arguments[256];
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DWORD mask;
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@ -3306,7 +3307,7 @@ static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
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* Calculate the depth as dst.x / dst.y */
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static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
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{
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glsl_dst_param_t dst_param;
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struct glsl_dst_param dst_param;
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shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
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@ -3532,7 +3533,7 @@ static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
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if (ins->handler_idx == WINED3DSIH_TEXBEML)
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{
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glsl_src_param_t luminance_param;
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glsl_dst_param_t dst_param;
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struct glsl_dst_param dst_param;
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shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
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shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
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@ -3606,7 +3607,7 @@ static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
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* If any of the first 3 components are < 0, discard this pixel */
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static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
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{
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glsl_dst_param_t dst_param;
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struct glsl_dst_param dst_param;
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/* The argument is a destination parameter, and no writemasks are allowed */
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shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
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