diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c index d1b71f96c0a..60bbfafc49a 100644 --- a/dlls/wined3d/pixelshader.c +++ b/dlls/wined3d/pixelshader.c @@ -590,7 +590,7 @@ static void pshader_defi(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3 FIXME(" : Stub\n"); } -static void pshader_dp2add(WINED3DSHADERVECTOR* d) { +static void pshader_dp2add(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) { FIXME(" : Stub\n"); } @@ -602,7 +602,7 @@ static void pshader_dsy(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } -static void pshader_texldd(WINED3DSHADERVECTOR* d) { +static void pshader_texldd(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2, WINED3DSHADERVECTOR* s3) { FIXME(" : Stub\n"); } @@ -676,7 +676,7 @@ CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = { {D3DSIO_SINCOS, "sincos", NULL, 1, 4, pshader_sincos2, NULL, NULL, D3DPS_VERSION(2,0), D3DPS_VERSION(2,0)}, {D3DSIO_SINCOS, "sincos", NULL, 1, 2, pshader_sincos3, NULL, NULL, D3DPS_VERSION(3,0), -1}, /* TODO: dp2add can be made out of multiple instuctions */ - {D3DSIO_DP2ADD, "dp2add", GLNAME_REQUIRE_GLSL, 1, 2, pshader_dp2add, NULL, NULL, 0, 0}, + {D3DSIO_DP2ADD, "dp2add", GLNAME_REQUIRE_GLSL, 1, 4, pshader_dp2add, NULL, NULL, D3DPS_VERSION(2,0), -1}, /* Matrix */ {D3DSIO_M4x4, "m4x4", "undefined", 1, 3, pshader_m4x4, NULL, shader_glsl_mnxn, 0, 0}, @@ -738,7 +738,7 @@ CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = { /* TODO: dp2add can be made out of multiple instuctions */ {D3DSIO_DSX, "dsx", GLNAME_REQUIRE_GLSL, 1, 2, pshader_dsx, NULL, NULL, 0, 0}, {D3DSIO_DSY, "dsy", GLNAME_REQUIRE_GLSL, 1, 2, pshader_dsy, NULL, NULL, 0, 0}, - {D3DSIO_TEXLDD, "texldd", GLNAME_REQUIRE_GLSL, 1, 2, pshader_texldd, NULL, NULL, 0, 0}, + {D3DSIO_TEXLDD, "texldd", GLNAME_REQUIRE_GLSL, 1, 5, pshader_texldd, NULL, NULL, D3DPS_VERSION(2,1), -1}, {D3DSIO_SETP, "setp", GLNAME_REQUIRE_GLSL, 1, 3, pshader_setp, NULL, NULL, 0, 0}, {D3DSIO_TEXLDL, "texdl", GLNAME_REQUIRE_GLSL, 1, 2, pshader_texldl, NULL, NULL, 0, 0}, {D3DSIO_PHASE, "phase", GLNAME_REQUIRE_GLSL, 0, 0, pshader_nop, NULL, NULL, 0, 0},