diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c index 922cfaf8b56..4c98f5a1b95 100644 --- a/dlls/wined3d/baseshader.c +++ b/dlls/wined3d/baseshader.c @@ -882,6 +882,8 @@ void shader_generate_main( device->shader_backend->shader_color_correction(&hw_arg); /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */ + /* FIXME: This should be internal to the shader backend. + * Also, right now this is the only reason "shader_mode" exists. */ if (This->baseShader.shader_mode == SHADER_GLSL) shader_glsl_add_instruction_modifiers(&hw_arg); diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 3e95b3620af..057826d2515 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -1426,7 +1426,7 @@ static void shader_glsl_color_correction(SHADER_OPCODE_ARG* arg) { ****************************************************************************/ /* Generate GLSL arithmetic functions (dst = src1 + src2) */ -void shader_glsl_arith(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_arith(SHADER_OPCODE_ARG* arg) { CONST SHADER_OPCODE* curOpcode = arg->opcode; SHADER_BUFFER* buffer = arg->buffer; glsl_src_param_t src0_param; @@ -1452,7 +1452,7 @@ void shader_glsl_arith(SHADER_OPCODE_ARG* arg) { } /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */ -void shader_glsl_mov(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_mov(SHADER_OPCODE_ARG* arg) { IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; SHADER_BUFFER* buffer = arg->buffer; glsl_src_param_t src0_param; @@ -1487,7 +1487,7 @@ void shader_glsl_mov(SHADER_OPCODE_ARG* arg) { } /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */ -void shader_glsl_dot(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_dot(SHADER_OPCODE_ARG* arg) { CONST SHADER_OPCODE* curOpcode = arg->opcode; SHADER_BUFFER* buffer = arg->buffer; glsl_src_param_t src0_param; @@ -1517,7 +1517,7 @@ void shader_glsl_dot(SHADER_OPCODE_ARG* arg) { /* Note that this instruction has some restrictions. The destination write mask * can't contain the w component, and the source swizzles have to be .xyzw */ -void shader_glsl_cross(SHADER_OPCODE_ARG *arg) { +static void shader_glsl_cross(SHADER_OPCODE_ARG *arg) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; glsl_src_param_t src0_param; glsl_src_param_t src1_param; @@ -1533,7 +1533,7 @@ void shader_glsl_cross(SHADER_OPCODE_ARG *arg) { /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1) * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while * GLSL uses the value as-is. */ -void shader_glsl_pow(SHADER_OPCODE_ARG *arg) { +static void shader_glsl_pow(SHADER_OPCODE_ARG *arg) { SHADER_BUFFER *buffer = arg->buffer; glsl_src_param_t src0_param; glsl_src_param_t src1_param; @@ -1556,7 +1556,7 @@ void shader_glsl_pow(SHADER_OPCODE_ARG *arg) { /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|)) * Src0 is a scalar. Note that D3D uses the absolute of src0, while * GLSL uses the value as-is. */ -void shader_glsl_log(SHADER_OPCODE_ARG *arg) { +static void shader_glsl_log(SHADER_OPCODE_ARG *arg) { SHADER_BUFFER *buffer = arg->buffer; glsl_src_param_t src0_param; DWORD dst_write_mask; @@ -1575,7 +1575,7 @@ void shader_glsl_log(SHADER_OPCODE_ARG *arg) { } /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */ -void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg) { CONST SHADER_OPCODE* curOpcode = arg->opcode; SHADER_BUFFER* buffer = arg->buffer; glsl_src_param_t src_param; @@ -1626,7 +1626,7 @@ void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg) { * For 2.0 shaders, just do this (honoring writemask and swizzle): * dst = 2^src; (partial precision is allowed, but optional) */ -void shader_glsl_expp(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_expp(SHADER_OPCODE_ARG* arg) { IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader; glsl_src_param_t src_param; @@ -1659,7 +1659,7 @@ void shader_glsl_expp(SHADER_OPCODE_ARG* arg) { } /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */ -void shader_glsl_rcp(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_rcp(SHADER_OPCODE_ARG* arg) { glsl_src_param_t src_param; DWORD write_mask; unsigned int mask_size; @@ -1675,7 +1675,7 @@ void shader_glsl_rcp(SHADER_OPCODE_ARG* arg) { } } -void shader_glsl_rsq(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_rsq(SHADER_OPCODE_ARG* arg) { SHADER_BUFFER* buffer = arg->buffer; glsl_src_param_t src_param; DWORD write_mask; @@ -1694,7 +1694,7 @@ void shader_glsl_rsq(SHADER_OPCODE_ARG* arg) { } /** Process signed comparison opcodes in GLSL. */ -void shader_glsl_compare(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_compare(SHADER_OPCODE_ARG* arg) { glsl_src_param_t src0_param; glsl_src_param_t src1_param; DWORD write_mask; @@ -1741,7 +1741,7 @@ void shader_glsl_compare(SHADER_OPCODE_ARG* arg) { } /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */ -void shader_glsl_cmp(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_cmp(SHADER_OPCODE_ARG* arg) { glsl_src_param_t src0_param; glsl_src_param_t src1_param; glsl_src_param_t src2_param; @@ -1817,7 +1817,7 @@ void shader_glsl_cmp(SHADER_OPCODE_ARG* arg) { /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */ /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4 * the compare is done per component of src0. */ -void shader_glsl_cnd(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_cnd(SHADER_OPCODE_ARG* arg) { IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; glsl_src_param_t src0_param; glsl_src_param_t src1_param; @@ -1863,7 +1863,7 @@ void shader_glsl_cnd(SHADER_OPCODE_ARG* arg) { } /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */ -void shader_glsl_mad(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_mad(SHADER_OPCODE_ARG* arg) { glsl_src_param_t src0_param; glsl_src_param_t src1_param; glsl_src_param_t src2_param; @@ -1879,7 +1879,7 @@ void shader_glsl_mad(SHADER_OPCODE_ARG* arg) { /** Handles transforming all WINED3DSIO_M?x? opcodes for Vertex shaders to GLSL codes */ -void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg) { int i; int nComponents = 0; SHADER_OPCODE_ARG tmpArg; @@ -1932,7 +1932,7 @@ void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg) { blend factor. Equation: (dst = src2 + src0 * (src1 - src2)) This is equivalent to mix(src2, src1, src0); */ -void shader_glsl_lrp(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_lrp(SHADER_OPCODE_ARG* arg) { glsl_src_param_t src0_param; glsl_src_param_t src1_param; glsl_src_param_t src2_param; @@ -1954,7 +1954,7 @@ void shader_glsl_lrp(SHADER_OPCODE_ARG* arg) { * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0 * where src.w is clamped at +- 128 */ -void shader_glsl_lit(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_lit(SHADER_OPCODE_ARG* arg) { glsl_src_param_t src0_param; glsl_src_param_t src1_param; glsl_src_param_t src3_param; @@ -1998,7 +1998,7 @@ void shader_glsl_lit(SHADER_OPCODE_ARG* arg) { * dst.z = src0.z * dst.w = src1.w */ -void shader_glsl_dst(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_dst(SHADER_OPCODE_ARG* arg) { glsl_src_param_t src0y_param; glsl_src_param_t src0z_param; glsl_src_param_t src1y_param; @@ -2026,7 +2026,7 @@ void shader_glsl_dst(SHADER_OPCODE_ARG* arg) { * dst.z = dst.z * dst.w = dst.w */ -void shader_glsl_sincos(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_sincos(SHADER_OPCODE_ARG* arg) { glsl_src_param_t src0_param; DWORD write_mask; @@ -2058,7 +2058,7 @@ void shader_glsl_sincos(SHADER_OPCODE_ARG* arg) { * Need to use a temporary variable for this operation. */ /* FIXME: I don't think nested loops will work correctly this way. */ -void shader_glsl_loop(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_loop(SHADER_OPCODE_ARG* arg) { glsl_src_param_t src1_param; IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; DWORD regtype = shader_get_regtype(arg->src[1]); @@ -2110,7 +2110,7 @@ void shader_glsl_loop(SHADER_OPCODE_ARG* arg) { shader->baseShader.cur_loop_regno++; } -void shader_glsl_end(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_end(SHADER_OPCODE_ARG* arg) { IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; shader_addline(arg->buffer, "}\n"); @@ -2124,7 +2124,7 @@ void shader_glsl_end(SHADER_OPCODE_ARG* arg) { } } -void shader_glsl_rep(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_rep(SHADER_OPCODE_ARG* arg) { IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; glsl_src_param_t src0_param; @@ -2135,14 +2135,14 @@ void shader_glsl_rep(SHADER_OPCODE_ARG* arg) { shader->baseShader.cur_loop_depth++; } -void shader_glsl_if(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_if(SHADER_OPCODE_ARG* arg) { glsl_src_param_t src0_param; shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param); shader_addline(arg->buffer, "if (%s) {\n", src0_param.param_str); } -void shader_glsl_ifc(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_ifc(SHADER_OPCODE_ARG* arg) { glsl_src_param_t src0_param; glsl_src_param_t src1_param; @@ -2153,16 +2153,16 @@ void shader_glsl_ifc(SHADER_OPCODE_ARG* arg) { src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str); } -void shader_glsl_else(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_else(SHADER_OPCODE_ARG* arg) { shader_addline(arg->buffer, "} else {\n"); } -void shader_glsl_break(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_break(SHADER_OPCODE_ARG* arg) { shader_addline(arg->buffer, "break;\n"); } /* FIXME: According to MSDN the compare is done per component. */ -void shader_glsl_breakc(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_breakc(SHADER_OPCODE_ARG* arg) { glsl_src_param_t src0_param; glsl_src_param_t src1_param; @@ -2173,19 +2173,19 @@ void shader_glsl_breakc(SHADER_OPCODE_ARG* arg) { src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str); } -void shader_glsl_label(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_label(SHADER_OPCODE_ARG* arg) { DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK; shader_addline(arg->buffer, "}\n"); shader_addline(arg->buffer, "void subroutine%u () {\n", snum); } -void shader_glsl_call(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_call(SHADER_OPCODE_ARG* arg) { DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK; shader_addline(arg->buffer, "subroutine%u();\n", snum); } -void shader_glsl_callnz(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_callnz(SHADER_OPCODE_ARG* arg) { glsl_src_param_t src1_param; DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK; @@ -2196,7 +2196,7 @@ void shader_glsl_callnz(SHADER_OPCODE_ARG* arg) { /********************************************* * Pixel Shader Specific Code begins here ********************************************/ -void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; DWORD hex_version = This->baseShader.hex_version; @@ -2293,7 +2293,7 @@ void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) { } } -void shader_glsl_texldl(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_texldl(SHADER_OPCODE_ARG* arg) { IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*)arg->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; glsl_sample_function_t sample_function; @@ -2328,7 +2328,7 @@ void shader_glsl_texldl(SHADER_OPCODE_ARG* arg) { } } -void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) { /* FIXME: Make this work for more than just 2D textures */ @@ -2380,7 +2380,7 @@ void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) { /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL: * Take a 3-component dot product of the TexCoord[dstreg] and src, * then perform a 1D texture lookup from stage dstregnum, place into dst. */ -void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg) { glsl_src_param_t src0_param; char dst_mask[6]; glsl_sample_function_t sample_function; @@ -2422,7 +2422,7 @@ void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg) { /** Process the WINED3DSIO_TEXDP3 instruction in GLSL: * Take a 3-component dot product of the TexCoord[dstreg] and src. */ -void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg) { glsl_src_param_t src0_param; DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK; DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; @@ -2442,7 +2442,7 @@ void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg) { /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL: * Calculate the depth as dst.x / dst.y */ -void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg) { glsl_dst_param_t dst_param; shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param); @@ -2461,7 +2461,7 @@ void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg) { * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated) * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y */ -void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK; glsl_src_param_t src0_param; @@ -2474,7 +2474,7 @@ void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg) { /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL * Calculate the 1st of a 2-row matrix multiplication. */ -void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; @@ -2486,7 +2486,7 @@ void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg) { /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */ -void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader; DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; @@ -2500,7 +2500,7 @@ void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg) { current_state->texcoord_w[current_state->current_row++] = reg; } -void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; @@ -2519,7 +2519,7 @@ void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) { /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */ -void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; glsl_src_param_t src0_param; char dst_mask[6]; @@ -2545,7 +2545,7 @@ void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) { /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL * Perform the 3rd row of a 3x3 matrix multiply */ -void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; glsl_src_param_t src0_param; char dst_mask[6]; @@ -2564,7 +2564,7 @@ void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg) { /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */ -void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader; DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; @@ -2598,7 +2598,7 @@ void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) { /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */ -void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader; DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; @@ -2635,7 +2635,7 @@ void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) { * Apply a fake bump map transform. * texbem is pshader <= 1.3 only, this saves a few version checks */ -void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; char dst_swizzle[6]; @@ -2690,7 +2690,7 @@ void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) { } } -void pshader_glsl_bem(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_bem(SHADER_OPCODE_ARG* arg) { glsl_src_param_t src0_param, src1_param; DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; @@ -2704,7 +2704,7 @@ void pshader_glsl_bem(SHADER_OPCODE_ARG* arg) { /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */ -void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg) { glsl_src_param_t src0_param; DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; @@ -2719,7 +2719,7 @@ void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg) { /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */ -void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg) { glsl_src_param_t src0_param; DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; char dst_mask[6]; @@ -2733,7 +2733,7 @@ void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg) { /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */ -void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg) { glsl_src_param_t src0_param; char dst_mask[6]; DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; @@ -2751,7 +2751,7 @@ void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg) { /** Process the WINED3DSIO_TEXKILL instruction in GLSL. * If any of the first 3 components are < 0, discard this pixel */ -void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; DWORD hex_version = This->baseShader.hex_version; glsl_dst_param_t dst_param; @@ -2772,7 +2772,7 @@ void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg) { /** Process the WINED3DSIO_DP2ADD instruction in GLSL. * dst = dot2(src0, src1) + src2 */ -void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg) { glsl_src_param_t src0_param; glsl_src_param_t src1_param; glsl_src_param_t src2_param; diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index e882032a7e1..b6f3fc6b4e7 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -2114,64 +2114,6 @@ extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object); /* GLSL helper functions */ extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg); -/** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */ -extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg); -extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg); -extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg); -extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg); -extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg); -extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg); -extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg); -extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg); -extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg); -extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg); -extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg); -extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg); -extern void shader_glsl_def(SHADER_OPCODE_ARG* arg); -extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg); -extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg); -extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg); -extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg); -extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg); -extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg); -extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg); -extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg); -extern void shader_glsl_end(SHADER_OPCODE_ARG* arg); -extern void shader_glsl_if(SHADER_OPCODE_ARG* arg); -extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg); -extern void shader_glsl_else(SHADER_OPCODE_ARG* arg); -extern void shader_glsl_break(SHADER_OPCODE_ARG* arg); -extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg); -extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg); -extern void shader_glsl_call(SHADER_OPCODE_ARG* arg); -extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg); -extern void shader_glsl_label(SHADER_OPCODE_ARG* arg); -extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg); -extern void shader_glsl_log(SHADER_OPCODE_ARG* arg); -extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg); - -/** GLSL Pixel Shader Prototypes */ -extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg); -extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg); -extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg); -extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg); -extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg); -extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg); -extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg); -extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg); -extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg); -extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg); -extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg); -extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg); -extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg); -extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg); -extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg); -extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg); -extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg); -extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg); -extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg); -extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg); - /***************************************************************************** * IDirect3DBaseShader implementation structure */