wined3d: Get rid of the glsl_dst_param_t typedef.

This commit is contained in:
Henri Verbeet 2011-06-29 12:33:50 +02:00 committed by Alexandre Julliard
parent 24d77c263d
commit 3f62b618c4
1 changed files with 10 additions and 9 deletions

View File

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