wined3d: Fix params for DP2ADD/TEXLDD.
DP2ADD is valid on pshaders 2.0 and above, has 4 parameters. TEXLDD is valid on pshaders 2.x and above, has 5 parameters.
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@ -590,7 +590,7 @@ static void pshader_defi(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3
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FIXME(" : Stub\n");
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}
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static void pshader_dp2add(WINED3DSHADERVECTOR* d) {
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static void pshader_dp2add(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) {
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FIXME(" : Stub\n");
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}
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@ -602,7 +602,7 @@ static void pshader_dsy(WINED3DSHADERVECTOR* d) {
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FIXME(" : Stub\n");
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}
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static void pshader_texldd(WINED3DSHADERVECTOR* d) {
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static void pshader_texldd(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2, WINED3DSHADERVECTOR* s3) {
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FIXME(" : Stub\n");
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}
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@ -676,7 +676,7 @@ CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
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{D3DSIO_SINCOS, "sincos", NULL, 1, 4, pshader_sincos2, NULL, NULL, D3DPS_VERSION(2,0), D3DPS_VERSION(2,0)},
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{D3DSIO_SINCOS, "sincos", NULL, 1, 2, pshader_sincos3, NULL, NULL, D3DPS_VERSION(3,0), -1},
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/* TODO: dp2add can be made out of multiple instuctions */
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{D3DSIO_DP2ADD, "dp2add", GLNAME_REQUIRE_GLSL, 1, 2, pshader_dp2add, NULL, NULL, 0, 0},
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{D3DSIO_DP2ADD, "dp2add", GLNAME_REQUIRE_GLSL, 1, 4, pshader_dp2add, NULL, NULL, D3DPS_VERSION(2,0), -1},
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/* Matrix */
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{D3DSIO_M4x4, "m4x4", "undefined", 1, 3, pshader_m4x4, NULL, shader_glsl_mnxn, 0, 0},
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@ -738,7 +738,7 @@ CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
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/* TODO: dp2add can be made out of multiple instuctions */
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{D3DSIO_DSX, "dsx", GLNAME_REQUIRE_GLSL, 1, 2, pshader_dsx, NULL, NULL, 0, 0},
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{D3DSIO_DSY, "dsy", GLNAME_REQUIRE_GLSL, 1, 2, pshader_dsy, NULL, NULL, 0, 0},
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{D3DSIO_TEXLDD, "texldd", GLNAME_REQUIRE_GLSL, 1, 2, pshader_texldd, NULL, NULL, 0, 0},
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{D3DSIO_TEXLDD, "texldd", GLNAME_REQUIRE_GLSL, 1, 5, pshader_texldd, NULL, NULL, D3DPS_VERSION(2,1), -1},
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{D3DSIO_SETP, "setp", GLNAME_REQUIRE_GLSL, 1, 3, pshader_setp, NULL, NULL, 0, 0},
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{D3DSIO_TEXLDL, "texdl", GLNAME_REQUIRE_GLSL, 1, 2, pshader_texldl, NULL, NULL, 0, 0},
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{D3DSIO_PHASE, "phase", GLNAME_REQUIRE_GLSL, 0, 0, pshader_nop, NULL, NULL, 0, 0},
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