wined3d: Rename the fragment ffp desc structures.

This reflects the fact that they describe the fragment pipeline.
The vertex pipeline will use its own structures.
This commit is contained in:
Stefan Dösinger 2008-11-07 17:15:29 +01:00 committed by Alexandre Julliard
parent cd011661e6
commit 5c79a9f437
4 changed files with 32 additions and 32 deletions

View File

@ -2372,7 +2372,7 @@ const shader_backend_t arb_program_shader_backend = {
struct arbfp_ffp_desc
{
struct ffp_desc parent;
struct ffp_frag_desc parent;
GLuint shader;
unsigned int num_textures_used;
};
@ -2401,7 +2401,7 @@ static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
if(!This->fragment_priv) return E_OUTOFMEMORY;
}
priv = (struct shader_arb_priv *) This->fragment_priv;
priv->fragment_shaders = hash_table_create(ffp_program_key_hash, ffp_program_key_compare);
priv->fragment_shaders = hash_table_create(ffp_frag_program_key_hash, ffp_frag_program_key_compare);
priv->use_arbfp_fixed_func = TRUE;
return WINED3D_OK;
}
@ -2792,7 +2792,7 @@ static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color,
}
/* The stateblock is passed for GLINFO_LOCATION */
static GLuint gen_arbfp_ffp_shader(struct ffp_settings *settings, IWineD3DStateBlockImpl *stateblock) {
static GLuint gen_arbfp_ffp_shader(struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock) {
unsigned int stage;
SHADER_BUFFER buffer;
BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
@ -3060,7 +3060,7 @@ static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock,
struct shader_arb_priv *priv = (struct shader_arb_priv *) device->fragment_priv;
BOOL use_pshader = use_ps(device);
BOOL use_vshader = use_vs(device);
struct ffp_settings settings;
struct ffp_frag_settings settings;
struct arbfp_ffp_desc *desc;
unsigned int i;
@ -3082,8 +3082,8 @@ static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock,
IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
} else {
/* Find or create a shader implementing the fixed function pipeline settings, then activate it */
gen_ffp_op(stateblock, &settings, FALSE);
desc = (struct arbfp_ffp_desc *) find_ffp_shader(priv->fragment_shaders, &settings);
gen_ffp_frag_op(stateblock, &settings, FALSE);
desc = (struct arbfp_ffp_desc *) find_ffp_frag_shader(priv->fragment_shaders, &settings);
if(!desc) {
desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*desc));
if(!desc) {
@ -3098,7 +3098,7 @@ static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock,
memcpy(&desc->parent.settings, &settings, sizeof(settings));
desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
add_ffp_shader(priv->fragment_shaders, &desc->parent);
add_ffp_frag_shader(priv->fragment_shaders, &desc->parent);
TRACE("Allocated fixed function replacement shader descriptor %p\n", desc);
}

View File

@ -43,7 +43,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
/* GL_ATI_fragment_shader specific fixed function pipeline description. "Inherits" from the common one */
struct atifs_ffp_desc
{
struct ffp_desc parent;
struct ffp_frag_desc parent;
GLuint shader;
unsigned int num_textures_used;
};
@ -803,13 +803,13 @@ static GLuint gen_ati_shader(struct texture_stage_op op[MAX_TEXTURES], WineD3D_G
static void set_tex_op_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
IWineD3DDeviceImpl *This = stateblock->wineD3DDevice;
struct atifs_ffp_desc *desc;
struct ffp_settings settings;
struct ffp_frag_settings settings;
struct atifs_private_data *priv = (struct atifs_private_data *) This->fragment_priv;
DWORD mapped_stage;
unsigned int i;
gen_ffp_op(stateblock, &settings, TRUE);
desc = (struct atifs_ffp_desc *) find_ffp_shader(priv->fragment_shaders, &settings);
gen_ffp_frag_op(stateblock, &settings, TRUE);
desc = (struct atifs_ffp_desc *) find_ffp_frag_shader(priv->fragment_shaders, &settings);
if(!desc) {
desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*desc));
if(!desc) {
@ -824,7 +824,7 @@ static void set_tex_op_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, Wi
memcpy(&desc->parent.settings, &settings, sizeof(settings));
desc->shader = gen_ati_shader(settings.op, &GLINFO_LOCATION);
add_ffp_shader(priv->fragment_shaders, &desc->parent);
add_ffp_frag_shader(priv->fragment_shaders, &desc->parent);
TRACE("Allocated fixed function replacement shader descriptor %p\n", desc);
}
@ -1074,7 +1074,7 @@ static HRESULT atifs_alloc(IWineD3DDevice *iface) {
return E_OUTOFMEMORY;
}
priv = (struct atifs_private_data *) This->fragment_priv;
priv->fragment_shaders = hash_table_create(ffp_program_key_hash, ffp_program_key_compare);
priv->fragment_shaders = hash_table_create(ffp_frag_program_key_hash, ffp_frag_program_key_compare);
return WINED3D_OK;
}

View File

@ -1793,7 +1793,7 @@ void *hash_table_get(struct hash_table_t *table, void *key)
}
#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
void gen_ffp_op(IWineD3DStateBlockImpl *stateblock, struct ffp_settings *settings, BOOL ignore_textype) {
void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype) {
#define ARG1 0x01
#define ARG2 0x02
#define ARG0 0x04
@ -2013,13 +2013,13 @@ void gen_ffp_op(IWineD3DStateBlockImpl *stateblock, struct ffp_settings *setting
}
#undef GLINFO_LOCATION
struct ffp_desc *find_ffp_shader(struct hash_table_t *fragment_shaders, struct ffp_settings *settings)
struct ffp_frag_desc *find_ffp_frag_shader(struct hash_table_t *fragment_shaders, struct ffp_frag_settings *settings)
{
return (struct ffp_desc *)hash_table_get(fragment_shaders, settings);}
return (struct ffp_frag_desc *)hash_table_get(fragment_shaders, settings);}
void add_ffp_shader(struct hash_table_t *shaders, struct ffp_desc *desc) {
struct ffp_settings *key = HeapAlloc(GetProcessHeap(), 0, sizeof(*key));
/* Note that the key is the implementation independent part of the ffp_desc structure,
void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc) {
struct ffp_frag_settings *key = HeapAlloc(GetProcessHeap(), 0, sizeof(*key));
/* Note that the key is the implementation independent part of the ffp_frag_desc structure,
* whereas desc points to an extended structure with implementation specific parts.
* Make a copy of the key because hash_table_put takes ownership of it
*/
@ -2121,8 +2121,8 @@ void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCont
}
#undef GLINFO_LOCATION
unsigned int ffp_program_key_hash(void *key) {
struct ffp_settings *k = (struct ffp_settings *)key;
unsigned int ffp_frag_program_key_hash(void *key) {
struct ffp_frag_settings *k = (struct ffp_frag_settings *)key;
unsigned int hash = 0, i;
DWORD *blob;
@ -2147,9 +2147,9 @@ unsigned int ffp_program_key_hash(void *key) {
return hash;
}
BOOL ffp_program_key_compare(void *keya, void *keyb) {
struct ffp_settings *ka = (struct ffp_settings *)keya;
struct ffp_settings *kb = (struct ffp_settings *)keyb;
BOOL ffp_frag_program_key_compare(void *keya, void *keyb) {
struct ffp_frag_settings *ka = (struct ffp_frag_settings *)keya;
struct ffp_frag_settings *kb = (struct ffp_frag_settings *)keyb;
return memcmp(ka, kb, sizeof(*ka)) == 0;
}

View File

@ -853,7 +853,7 @@ struct texture_stage_op
WINED3DFORMAT color_correction;
};
struct ffp_settings {
struct ffp_frag_settings {
struct texture_stage_op op[MAX_TEXTURES];
enum {
FOG_OFF,
@ -865,16 +865,16 @@ struct ffp_settings {
unsigned int sRGB_write;
};
struct ffp_desc
struct ffp_frag_desc
{
struct ffp_settings settings;
struct ffp_frag_settings settings;
};
void gen_ffp_op(IWineD3DStateBlockImpl *stateblock, struct ffp_settings *settings, BOOL ignore_textype);
struct ffp_desc *find_ffp_shader(struct hash_table_t *fragment_shaders, struct ffp_settings *settings);
void add_ffp_shader(struct hash_table_t *shaders, struct ffp_desc *desc);
BOOL ffp_program_key_compare(void *keya, void *keyb);
unsigned int ffp_program_key_hash(void *key);
void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
struct ffp_frag_desc *find_ffp_frag_shader(struct hash_table_t *fragment_shaders, struct ffp_frag_settings *settings);
void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc);
BOOL ffp_frag_program_key_compare(void *keya, void *keyb);
unsigned int ffp_frag_program_key_hash(void *key);
/*****************************************************************************
* IWineD3D implementation structure