wined3d: Rename "fogmode" to "wined3d_ffp_ps_fog_mode".
This is mostly for consistency with wined3d_ffp_vs_fog_mode.
This commit is contained in:
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e4816996c3
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8352d45da5
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@ -3662,16 +3662,17 @@ static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
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if (reg_maps->shader_version.major < 3)
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if (reg_maps->shader_version.major < 3)
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{
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{
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switch(args->super.fog) {
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switch (args->super.fog)
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case FOG_OFF:
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{
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case WINED3D_FFP_PS_FOG_OFF:
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break;
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break;
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case FOG_LINEAR:
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case WINED3D_FFP_PS_FOG_LINEAR:
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shader_addline(buffer, "OPTION ARB_fog_linear;\n");
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shader_addline(buffer, "OPTION ARB_fog_linear;\n");
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break;
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break;
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case FOG_EXP:
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case WINED3D_FFP_PS_FOG_EXP:
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shader_addline(buffer, "OPTION ARB_fog_exp;\n");
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shader_addline(buffer, "OPTION ARB_fog_exp;\n");
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break;
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break;
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case FOG_EXP2:
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case WINED3D_FFP_PS_FOG_EXP2:
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shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
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shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
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break;
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break;
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}
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}
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@ -6208,11 +6209,12 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
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shader_addline(&buffer, "!!ARBfp1.0\n");
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shader_addline(&buffer, "!!ARBfp1.0\n");
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switch(settings->fog) {
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switch (settings->fog)
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case FOG_OFF: break;
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{
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case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
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case WINED3D_FFP_PS_FOG_OFF: break;
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case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
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case WINED3D_FFP_PS_FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
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case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
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case WINED3D_FFP_PS_FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
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case WINED3D_FFP_PS_FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
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default: FIXME("Unexpected fog setting %d\n", settings->fog);
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default: FIXME("Unexpected fog setting %d\n", settings->fog);
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}
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}
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@ -4420,24 +4420,24 @@ static void shader_glsl_generate_srgb_write_correction(struct wined3d_shader_buf
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shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
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shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
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}
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}
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static void shader_glsl_generate_fog_code(struct wined3d_shader_buffer *buffer, enum fogmode mode)
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static void shader_glsl_generate_fog_code(struct wined3d_shader_buffer *buffer, enum wined3d_ffp_ps_fog_mode mode)
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{
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{
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switch (mode)
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switch (mode)
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{
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{
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case FOG_OFF:
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case WINED3D_FFP_PS_FOG_OFF:
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return;
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return;
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case FOG_LINEAR:
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case WINED3D_FFP_PS_FOG_LINEAR:
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/* Fog = (gl_Fog.end - gl_FogFragCoord) / (gl_Fog.end - gl_Fog.start) */
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/* Fog = (gl_Fog.end - gl_FogFragCoord) / (gl_Fog.end - gl_Fog.start) */
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shader_addline(buffer, "float Fog = (gl_Fog.end - gl_FogFragCoord) / (gl_Fog.end - gl_Fog.start);\n");
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shader_addline(buffer, "float Fog = (gl_Fog.end - gl_FogFragCoord) / (gl_Fog.end - gl_Fog.start);\n");
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break;
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break;
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case FOG_EXP:
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case WINED3D_FFP_PS_FOG_EXP:
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/* Fog = e^-(gl_Fog.density * gl_FogFragCoord) */
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/* Fog = e^-(gl_Fog.density * gl_FogFragCoord) */
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shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
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shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
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break;
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break;
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case FOG_EXP2:
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case WINED3D_FFP_PS_FOG_EXP2:
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/* Fog = e^-((gl_Fog.density * gl_FogFragCoord)^2) */
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/* Fog = e^-((gl_Fog.density * gl_FogFragCoord)^2) */
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shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
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shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
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break;
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break;
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@ -2154,7 +2154,7 @@ void find_ps_compile_args(const struct wined3d_state *state,
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args->vp_mode = vertexshader;
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args->vp_mode = vertexshader;
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else
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else
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args->vp_mode = fixedfunction;
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args->vp_mode = fixedfunction;
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args->fog = FOG_OFF;
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args->fog = WINED3D_FFP_PS_FOG_OFF;
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}
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}
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else
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else
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{
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{
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@ -2166,27 +2166,27 @@ void find_ps_compile_args(const struct wined3d_state *state,
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case WINED3D_FOG_NONE:
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case WINED3D_FOG_NONE:
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if (device->stream_info.position_transformed || use_vs(state))
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if (device->stream_info.position_transformed || use_vs(state))
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{
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{
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args->fog = FOG_LINEAR;
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args->fog = WINED3D_FFP_PS_FOG_LINEAR;
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break;
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break;
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}
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}
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switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
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switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
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{
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{
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case WINED3D_FOG_NONE: /* Fall through. */
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case WINED3D_FOG_NONE: /* Fall through. */
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case WINED3D_FOG_LINEAR: args->fog = FOG_LINEAR; break;
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case WINED3D_FOG_LINEAR: args->fog = WINED3D_FFP_PS_FOG_LINEAR; break;
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case WINED3D_FOG_EXP: args->fog = FOG_EXP; break;
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case WINED3D_FOG_EXP: args->fog = WINED3D_FFP_PS_FOG_EXP; break;
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case WINED3D_FOG_EXP2: args->fog = FOG_EXP2; break;
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case WINED3D_FOG_EXP2: args->fog = WINED3D_FFP_PS_FOG_EXP2; break;
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}
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}
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break;
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break;
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case WINED3D_FOG_LINEAR: args->fog = FOG_LINEAR; break;
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case WINED3D_FOG_LINEAR: args->fog = WINED3D_FFP_PS_FOG_LINEAR; break;
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case WINED3D_FOG_EXP: args->fog = FOG_EXP; break;
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case WINED3D_FOG_EXP: args->fog = WINED3D_FFP_PS_FOG_EXP; break;
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case WINED3D_FOG_EXP2: args->fog = FOG_EXP2; break;
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case WINED3D_FOG_EXP2: args->fog = WINED3D_FFP_PS_FOG_EXP2; break;
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}
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}
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}
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}
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else
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else
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{
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{
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args->fog = FOG_OFF;
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args->fog = WINED3D_FFP_PS_FOG_OFF;
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}
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}
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}
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}
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}
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}
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@ -3307,13 +3307,13 @@ void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d
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if (!state->render_states[WINED3D_RS_FOGENABLE])
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if (!state->render_states[WINED3D_RS_FOGENABLE])
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{
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{
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settings->fog = FOG_OFF;
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settings->fog = WINED3D_FFP_PS_FOG_OFF;
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}
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}
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else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
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else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
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{
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{
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if (use_vs(state) || state->vertex_declaration->position_transformed)
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if (use_vs(state) || state->vertex_declaration->position_transformed)
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{
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{
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settings->fog = FOG_LINEAR;
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settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
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}
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}
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else
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else
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{
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{
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@ -3321,13 +3321,13 @@ void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d
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{
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{
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case WINED3D_FOG_NONE:
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case WINED3D_FOG_NONE:
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case WINED3D_FOG_LINEAR:
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case WINED3D_FOG_LINEAR:
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settings->fog = FOG_LINEAR;
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settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
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break;
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break;
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case WINED3D_FOG_EXP:
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case WINED3D_FOG_EXP:
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settings->fog = FOG_EXP;
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settings->fog = WINED3D_FFP_PS_FOG_EXP;
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break;
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break;
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case WINED3D_FOG_EXP2:
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case WINED3D_FOG_EXP2:
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settings->fog = FOG_EXP2;
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settings->fog = WINED3D_FFP_PS_FOG_EXP2;
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break;
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break;
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}
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}
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}
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}
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@ -3337,13 +3337,13 @@ void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d
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switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
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switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
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{
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{
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case WINED3D_FOG_LINEAR:
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case WINED3D_FOG_LINEAR:
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settings->fog = FOG_LINEAR;
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settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
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break;
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break;
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case WINED3D_FOG_EXP:
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case WINED3D_FOG_EXP:
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settings->fog = FOG_EXP;
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settings->fog = WINED3D_FFP_PS_FOG_EXP;
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break;
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break;
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case WINED3D_FOG_EXP2:
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case WINED3D_FOG_EXP2:
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settings->fog = FOG_EXP2;
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settings->fog = WINED3D_FFP_PS_FOG_EXP2;
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break;
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break;
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}
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}
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}
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}
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@ -734,11 +734,12 @@ enum vertexprocessing_mode {
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#define WINED3D_CONST_NUM_UNUSED ~0U
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#define WINED3D_CONST_NUM_UNUSED ~0U
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enum fogmode {
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enum wined3d_ffp_ps_fog_mode
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FOG_OFF,
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{
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FOG_LINEAR,
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WINED3D_FFP_PS_FOG_OFF,
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FOG_EXP,
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WINED3D_FFP_PS_FOG_LINEAR,
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FOG_EXP2
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WINED3D_FFP_PS_FOG_EXP,
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WINED3D_FFP_PS_FOG_EXP2,
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};
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};
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/* Stateblock dependent parameters which have to be hardcoded
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/* Stateblock dependent parameters which have to be hardcoded
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@ -764,7 +765,7 @@ enum wined3d_shader_tex_types
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struct ps_compile_args {
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struct ps_compile_args {
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struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
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struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
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enum vertexprocessing_mode vp_mode;
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enum vertexprocessing_mode vp_mode;
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enum fogmode fog;
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enum wined3d_ffp_ps_fog_mode fog;
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WORD tex_transform; /* ps 1.0-1.3, 4 textures */
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WORD tex_transform; /* ps 1.0-1.3, 4 textures */
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WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
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WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
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WORD srgb_correction;
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WORD srgb_correction;
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@ -1672,9 +1673,10 @@ struct texture_stage_op
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unsigned padding : 10;
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unsigned padding : 10;
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};
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};
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struct ffp_frag_settings {
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struct ffp_frag_settings
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struct texture_stage_op op[MAX_TEXTURES];
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{
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enum fogmode fog;
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struct texture_stage_op op[MAX_TEXTURES];
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enum wined3d_ffp_ps_fog_mode fog;
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/* Use shorts instead of chars to get dword alignment */
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/* Use shorts instead of chars to get dword alignment */
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unsigned short sRGB_write;
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unsigned short sRGB_write;
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unsigned short emul_clipplanes;
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unsigned short emul_clipplanes;
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