wined3d: Handle the sampler type shift in the frontend.

This commit is contained in:
Henri Verbeet 2009-04-29 09:55:07 +02:00 committed by Alexandre Julliard
parent 65321dd1ce
commit 42a8041cb8
2 changed files with 14 additions and 13 deletions

View File

@ -38,6 +38,10 @@ WINE_DECLARE_DEBUG_CHANNEL(d3d);
#define WINED3DSP_DCL_USAGEINDEX_SHIFT 16
#define WINED3DSP_DCL_USAGEINDEX_MASK (0xf << WINED3DSP_DCL_USAGEINDEX_SHIFT)
/* DCL sampler type */
#define WINED3DSP_TEXTURETYPE_SHIFT 27
#define WINED3DSP_TEXTURETYPE_MASK (0xf << WINED3DSP_TEXTURETYPE_SHIFT)
/* Opcode-related masks */
#define WINED3DSI_OPCODE_MASK 0x0000ffff
@ -269,7 +273,7 @@ static void shader_sm1_read_semantic(const DWORD **ptr, struct wined3d_shader_se
semantic->usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
semantic->usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
semantic->sampler_type = usage_token & WINED3DSP_TEXTURETYPE_MASK;
semantic->sampler_type = (usage_token & WINED3DSP_TEXTURETYPE_MASK) >> WINED3DSP_TEXTURETYPE_SHIFT;
shader_parse_dst_param(dst_token, NULL, &semantic->reg);
}
@ -824,7 +828,7 @@ static void shader_dump_decl_usage(DWORD decl, DWORD param, DWORD shader_version
TRACE("dcl");
if (regtype == WINED3DSPR_SAMPLER) {
DWORD ttype = decl & WINED3DSP_TEXTURETYPE_MASK;
DWORD ttype = (decl & WINED3DSP_TEXTURETYPE_MASK) >> WINED3DSP_TEXTURETYPE_SHIFT;
switch (ttype) {
case WINED3DSTT_2D: TRACE("_2d"); break;

View File

@ -31,18 +31,15 @@
#define WINED3DFMT_FLAG_RENDERTARGET 0x10
#define WINED3DFMT_FLAG_FOURCC 0x20
/** DCL sampler texture type **/
#define WINED3DSP_TEXTURETYPE_SHIFT 27
#define WINED3DSP_TEXTURETYPE_MASK 0x78000000
typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
{
WINED3DSTT_UNKNOWN = 0,
WINED3DSTT_1D = 1,
WINED3DSTT_2D = 2,
WINED3DSTT_CUBE = 3,
WINED3DSTT_VOLUME = 4,
typedef enum _WINED3DSAMPLER_TEXTURE_TYPE {
WINED3DSTT_UNKNOWN = 0 << WINED3DSP_TEXTURETYPE_SHIFT,
WINED3DSTT_1D = 1 << WINED3DSP_TEXTURETYPE_SHIFT,
WINED3DSTT_2D = 2 << WINED3DSP_TEXTURETYPE_SHIFT,
WINED3DSTT_CUBE = 3 << WINED3DSP_TEXTURETYPE_SHIFT,
WINED3DSTT_VOLUME = 4 << WINED3DSP_TEXTURETYPE_SHIFT,
WINED3DSTT_FORCE_DWORD = 0x7FFFFFFF
WINED3DSTT_FORCE_DWORD = 0x7FFFFFFF
} WINED3DSAMPLER_TEXTURE_TYPE;
/** Register types **/