wined3d: Enable the mNxN implementation for pixel shaders.

This commit is contained in:
Stefan Dösinger 2007-09-05 20:01:53 +02:00 committed by Alexandre Julliard
parent d4019780b5
commit 822030e329
4 changed files with 13 additions and 13 deletions

View File

@ -1449,8 +1449,8 @@ void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg) {
} }
/** Handles transforming all WINED3DSIO_M?x? opcodes for /** Handles transforming all WINED3DSIO_M?x? opcodes for
Vertex shaders to ARB_vertex_program codes */ Vertex/Pixel shaders to ARB_vertex_program codes */
void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg) { void shader_hw_mnxn(SHADER_OPCODE_ARG* arg) {
int i; int i;
int nComponents = 0; int nComponents = 0;

View File

@ -182,11 +182,11 @@ CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
{WINED3DSIO_SINCOS, "sincos", "SCS", 1, 2, shader_hw_sincos, shader_glsl_sincos, WINED3DPS_VERSION(3,0), -1}, {WINED3DSIO_SINCOS, "sincos", "SCS", 1, 2, shader_hw_sincos, shader_glsl_sincos, WINED3DPS_VERSION(3,0), -1},
{WINED3DSIO_DP2ADD, "dp2add", NULL, 1, 4, pshader_hw_dp2add, pshader_glsl_dp2add, WINED3DPS_VERSION(2,0), -1}, {WINED3DSIO_DP2ADD, "dp2add", NULL, 1, 4, pshader_hw_dp2add, pshader_glsl_dp2add, WINED3DPS_VERSION(2,0), -1},
/* Matrix */ /* Matrix */
{WINED3DSIO_M4x4, "m4x4", "undefined", 1, 3, NULL, shader_glsl_mnxn, 0, 0}, {WINED3DSIO_M4x4, "m4x4", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
{WINED3DSIO_M4x3, "m4x3", "undefined", 1, 3, NULL, shader_glsl_mnxn, 0, 0}, {WINED3DSIO_M4x3, "m4x3", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
{WINED3DSIO_M3x4, "m3x4", "undefined", 1, 3, NULL, shader_glsl_mnxn, 0, 0}, {WINED3DSIO_M3x4, "m3x4", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
{WINED3DSIO_M3x3, "m3x3", "undefined", 1, 3, NULL, shader_glsl_mnxn, 0, 0}, {WINED3DSIO_M3x3, "m3x3", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
{WINED3DSIO_M3x2, "m3x2", "undefined", 1, 3, NULL, shader_glsl_mnxn, 0, 0}, {WINED3DSIO_M3x2, "m3x2", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
/* Register declarations */ /* Register declarations */
{WINED3DSIO_DCL, "dcl", NULL, 0, 2, NULL, NULL, 0, 0}, {WINED3DSIO_DCL, "dcl", NULL, 0, 2, NULL, NULL, 0, 0},
/* Flow control - requires GLSL or software shaders */ /* Flow control - requires GLSL or software shaders */

View File

@ -118,11 +118,11 @@ CONST SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[] = {
{WINED3DSIO_SINCOS, "sincos", NULL, 1, 4, shader_hw_sincos, shader_glsl_sincos, WINED3DVS_VERSION(2,0), WINED3DVS_VERSION(2,1)}, {WINED3DSIO_SINCOS, "sincos", NULL, 1, 4, shader_hw_sincos, shader_glsl_sincos, WINED3DVS_VERSION(2,0), WINED3DVS_VERSION(2,1)},
{WINED3DSIO_SINCOS, "sincos", "SCS", 1, 2, shader_hw_sincos, shader_glsl_sincos, WINED3DVS_VERSION(3,0), -1}, {WINED3DSIO_SINCOS, "sincos", "SCS", 1, 2, shader_hw_sincos, shader_glsl_sincos, WINED3DVS_VERSION(3,0), -1},
/* Matrix */ /* Matrix */
{WINED3DSIO_M4x4, "m4x4", "undefined", 1, 3, vshader_hw_mnxn, shader_glsl_mnxn, 0, 0}, {WINED3DSIO_M4x4, "m4x4", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
{WINED3DSIO_M4x3, "m4x3", "undefined", 1, 3, vshader_hw_mnxn, shader_glsl_mnxn, 0, 0}, {WINED3DSIO_M4x3, "m4x3", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
{WINED3DSIO_M3x4, "m3x4", "undefined", 1, 3, vshader_hw_mnxn, shader_glsl_mnxn, 0, 0}, {WINED3DSIO_M3x4, "m3x4", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
{WINED3DSIO_M3x3, "m3x3", "undefined", 1, 3, vshader_hw_mnxn, shader_glsl_mnxn, 0, 0}, {WINED3DSIO_M3x3, "m3x3", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
{WINED3DSIO_M3x2, "m3x2", "undefined", 1, 3, vshader_hw_mnxn, shader_glsl_mnxn, 0, 0}, {WINED3DSIO_M3x2, "m3x2", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
/* Declare registers */ /* Declare registers */
{WINED3DSIO_DCL, "dcl", NULL, 0, 2, NULL, NULL, 0, 0}, {WINED3DSIO_DCL, "dcl", NULL, 0, 2, NULL, NULL, 0, 0},
/* Constant definitions */ /* Constant definitions */

View File

@ -1793,10 +1793,10 @@ extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
/* ARB vertex / pixel shader common prototypes */ /* ARB vertex / pixel shader common prototypes */
extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg); extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg); extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
/* ARB vertex shader prototypes */ /* ARB vertex shader prototypes */
extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg); extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg); extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
/* GLSL helper functions */ /* GLSL helper functions */