wined3d: Get rid of some unnecessary casts to specific shader types.

This commit is contained in:
Henri Verbeet 2010-01-25 19:51:28 +01:00 committed by Alexandre Julliard
parent f27b032d50
commit 705f96fa39
2 changed files with 55 additions and 55 deletions

View File

@ -1761,8 +1761,8 @@ static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
ins->ctx->reg_maps->shader_version.minor);
@ -1856,8 +1856,8 @@ static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
{
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
DWORD flags;
DWORD reg1 = ins->dst[0].reg.idx;
@ -1904,7 +1904,8 @@ static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
char reg_coord[40], dst_reg[50], src_reg[50];
@ -1936,8 +1937,8 @@ static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
/* with projective textures, texbem only divides the static texture coord, not the displacement,
* so we can't let the GL handle this.
*/
if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
& WINED3DTTFF_PROJECTED) {
if (device->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED)
{
shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
@ -1975,8 +1976,8 @@ static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
DWORD flags;
DWORD reg = ins->dst[0].reg.idx;
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
@ -1997,10 +1998,10 @@ static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
DWORD reg = ins->dst[0].reg.idx;
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
char src0_name[50], dst_name[50];
struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
BOOL is_color;
@ -2020,12 +2021,12 @@ static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
DWORD flags;
DWORD reg = ins->dst[0].reg.idx;
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
char dst_str[50];
char src0_name[50], dst_name[50];
BOOL is_color;
@ -2043,12 +2044,12 @@ static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
DWORD flags;
DWORD reg = ins->dst[0].reg.idx;
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
char dst_str[50];
char src0_name[50];
char dst_reg[50];
@ -2085,11 +2086,11 @@ static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins
static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
DWORD flags;
DWORD reg = ins->dst[0].reg.idx;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
char dst_str[50];
char src0_name[50];
@ -4448,8 +4449,7 @@ static void shader_arb_destroy(IWineD3DBaseShader *iface) {
if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
{
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
struct arb_pshader_private *shader_data = This->baseShader.backend_data;
struct arb_pshader_private *shader_data = baseShader->baseShader.backend_data;
UINT i;
if(!shader_data) return; /* This can happen if a shader was never compiled */
@ -4471,10 +4471,11 @@ static void shader_arb_destroy(IWineD3DBaseShader *iface) {
HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
HeapFree(GetProcessHeap(), 0, shader_data);
This->baseShader.backend_data = NULL;
} else {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
struct arb_vshader_private *shader_data = This->baseShader.backend_data;
baseShader->baseShader.backend_data = NULL;
}
else
{
struct arb_vshader_private *shader_data = baseShader->baseShader.backend_data;
UINT i;
if(!shader_data) return; /* This can happen if a shader was never compiled */
@ -4496,7 +4497,7 @@ static void shader_arb_destroy(IWineD3DBaseShader *iface) {
HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
HeapFree(GetProcessHeap(), 0, shader_data);
This->baseShader.backend_data = NULL;
baseShader->baseShader.backend_data = NULL;
}
}

View File

@ -2743,8 +2743,8 @@ static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
********************************************/
static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
ins->ctx->reg_maps->shader_version.minor);
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
@ -3064,7 +3064,7 @@ static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
* Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
DWORD reg = ins->dst[0].reg.idx;
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
@ -3100,11 +3100,11 @@ static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
glsl_src_param_t src0_param;
DWORD reg = ins->dst[0].reg.idx;
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
glsl_sample_function_t sample_function;
@ -3125,11 +3125,11 @@ static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
glsl_src_param_t src0_param;
char dst_mask[6];
DWORD reg = ins->dst[0].reg.idx;
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
@ -3144,7 +3144,7 @@ static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
* Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
DWORD reg = ins->dst[0].reg.idx;
glsl_src_param_t src0_param;
@ -3176,7 +3176,7 @@ static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins
* Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
DWORD reg = ins->dst[0].reg.idx;
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
@ -3211,8 +3211,8 @@ static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *in
*/
static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
glsl_sample_function_t sample_function;
glsl_src_param_t coord_param;
@ -4321,10 +4321,12 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
* load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
* later
*/
if(pshader && !((IWineD3DPixelShaderImpl*)pshader)->baseShader.load_local_constsF) {
if (pshader && !((IWineD3DBaseShaderImpl *)pshader)->baseShader.load_local_constsF)
{
hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
}
if(vshader && !((IWineD3DVertexShaderImpl*)vshader)->baseShader.load_local_constsF) {
if (vshader && !((IWineD3DBaseShaderImpl *)vshader)->baseShader.load_local_constsF)
{
hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
}
}
@ -4485,8 +4487,6 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
struct shader_glsl_priv *priv = device->shader_priv;
const struct wined3d_gl_info *gl_info;
IWineD3DPixelShaderImpl *ps = NULL;
IWineD3DVertexShaderImpl *vs = NULL;
struct wined3d_context *context;
/* Note: Do not use QueryInterface here to find out which shader type this is because this code
@ -4496,12 +4496,11 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
if(pshader) {
struct glsl_pshader_private *shader_data;
ps = (IWineD3DPixelShaderImpl *) This;
shader_data = ps->baseShader.backend_data;
shader_data = This->baseShader.backend_data;
if(!shader_data || shader_data->num_gl_shaders == 0)
{
HeapFree(GetProcessHeap(), 0, shader_data);
ps->baseShader.backend_data = NULL;
This->baseShader.backend_data = NULL;
return;
}
@ -4516,12 +4515,11 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
}
} else {
struct glsl_vshader_private *shader_data;
vs = (IWineD3DVertexShaderImpl *) This;
shader_data = vs->baseShader.backend_data;
shader_data = This->baseShader.backend_data;
if(!shader_data || shader_data->num_gl_shaders == 0)
{
HeapFree(GetProcessHeap(), 0, shader_data);
vs->baseShader.backend_data = NULL;
This->baseShader.backend_data = NULL;
return;
}
@ -4557,7 +4555,7 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
if(pshader) {
UINT i;
struct glsl_pshader_private *shader_data = ps->baseShader.backend_data;
struct glsl_pshader_private *shader_data = This->baseShader.backend_data;
ENTER_GL();
for(i = 0; i < shader_data->num_gl_shaders; i++) {
@ -4567,11 +4565,11 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
}
LEAVE_GL();
HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
HeapFree(GetProcessHeap(), 0, shader_data);
ps->baseShader.backend_data = NULL;
} else {
}
else
{
UINT i;
struct glsl_vshader_private *shader_data = vs->baseShader.backend_data;
struct glsl_vshader_private *shader_data = This->baseShader.backend_data;
ENTER_GL();
for(i = 0; i < shader_data->num_gl_shaders; i++) {
@ -4581,10 +4579,11 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
}
LEAVE_GL();
HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
HeapFree(GetProcessHeap(), 0, shader_data);
vs->baseShader.backend_data = NULL;
}
HeapFree(GetProcessHeap(), 0, This->baseShader.backend_data);
This->baseShader.backend_data = NULL;
context_release(context);
}