wined3d: Add WINED3DDECLUSAGE, use it.
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942bef9e86
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8f0884066f
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@ -419,50 +419,50 @@ static void shader_dump_decl_usage(
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TRACE("_");
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switch(usage) {
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case D3DDECLUSAGE_POSITION:
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case WINED3DDECLUSAGE_POSITION:
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TRACE("position%d", idx);
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break;
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case D3DDECLUSAGE_BLENDINDICES:
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case WINED3DDECLUSAGE_BLENDINDICES:
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TRACE("blend");
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break;
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case D3DDECLUSAGE_BLENDWEIGHT:
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case WINED3DDECLUSAGE_BLENDWEIGHT:
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TRACE("weight");
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break;
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case D3DDECLUSAGE_NORMAL:
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case WINED3DDECLUSAGE_NORMAL:
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TRACE("normal%d", idx);
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break;
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case D3DDECLUSAGE_PSIZE:
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case WINED3DDECLUSAGE_PSIZE:
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TRACE("psize");
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break;
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case D3DDECLUSAGE_COLOR:
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case WINED3DDECLUSAGE_COLOR:
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if(idx == 0) {
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TRACE("color");
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} else {
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TRACE("specular%d", (idx - 1));
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}
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break;
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case D3DDECLUSAGE_TEXCOORD:
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case WINED3DDECLUSAGE_TEXCOORD:
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TRACE("texture%d", idx);
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break;
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case D3DDECLUSAGE_TANGENT:
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case WINED3DDECLUSAGE_TANGENT:
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TRACE("tangent");
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break;
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case D3DDECLUSAGE_BINORMAL:
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case WINED3DDECLUSAGE_BINORMAL:
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TRACE("binormal");
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break;
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case D3DDECLUSAGE_TESSFACTOR:
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case WINED3DDECLUSAGE_TESSFACTOR:
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TRACE("tessfactor");
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break;
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case D3DDECLUSAGE_POSITIONT:
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case WINED3DDECLUSAGE_POSITIONT:
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TRACE("positionT%d", idx);
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break;
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case D3DDECLUSAGE_FOG:
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case WINED3DDECLUSAGE_FOG:
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TRACE("fog");
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break;
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case D3DDECLUSAGE_DEPTH:
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case WINED3DDECLUSAGE_DEPTH:
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TRACE("depth");
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break;
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case D3DDECLUSAGE_SAMPLE:
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case WINED3DDECLUSAGE_SAMPLE:
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TRACE("sample");
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break;
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default:
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@ -99,37 +99,37 @@ static BOOL fixed_get_input(
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/* Those positions must have the order in the
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* named part of the strided data */
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if ((usage == D3DDECLUSAGE_POSITION || usage == D3DDECLUSAGE_POSITIONT) && usage_idx == 0)
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if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 0)
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*regnum = 0;
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else if (usage == D3DDECLUSAGE_BLENDWEIGHT && usage_idx == 0)
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else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && usage_idx == 0)
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*regnum = 1;
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else if (usage == D3DDECLUSAGE_BLENDINDICES && usage_idx == 0)
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else if (usage == WINED3DDECLUSAGE_BLENDINDICES && usage_idx == 0)
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*regnum = 2;
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else if (usage == D3DDECLUSAGE_NORMAL && usage_idx == 0)
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else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 0)
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*regnum = 3;
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else if (usage == D3DDECLUSAGE_PSIZE && usage_idx == 0)
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else if (usage == WINED3DDECLUSAGE_PSIZE && usage_idx == 0)
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*regnum = 4;
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else if (usage == D3DDECLUSAGE_COLOR && usage_idx == 0)
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else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 0)
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*regnum = 5;
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else if (usage == D3DDECLUSAGE_COLOR && usage_idx == 1)
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else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
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*regnum = 6;
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else if (usage == D3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
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else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
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*regnum = 7 + usage_idx;
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else if ((usage == D3DDECLUSAGE_POSITION || usage == D3DDECLUSAGE_POSITIONT) && usage_idx == 1)
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else if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 1)
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*regnum = 7 + WINED3DDP_MAXTEXCOORD;
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else if (usage == D3DDECLUSAGE_NORMAL && usage_idx == 1)
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else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 1)
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*regnum = 8 + WINED3DDP_MAXTEXCOORD;
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else if (usage == D3DDECLUSAGE_TANGENT && usage_idx == 0)
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else if (usage == WINED3DDECLUSAGE_TANGENT && usage_idx == 0)
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*regnum = 9 + WINED3DDP_MAXTEXCOORD;
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else if (usage == D3DDECLUSAGE_BINORMAL && usage_idx == 0)
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else if (usage == WINED3DDECLUSAGE_BINORMAL && usage_idx == 0)
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*regnum = 10 + WINED3DDP_MAXTEXCOORD;
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else if (usage == D3DDECLUSAGE_TESSFACTOR && usage_idx == 0)
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else if (usage == WINED3DDECLUSAGE_TESSFACTOR && usage_idx == 0)
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*regnum = 11 + WINED3DDP_MAXTEXCOORD;
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else if (usage == D3DDECLUSAGE_FOG && usage_idx == 0)
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else if (usage == WINED3DDECLUSAGE_FOG && usage_idx == 0)
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*regnum = 12 + WINED3DDP_MAXTEXCOORD;
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else if (usage == D3DDECLUSAGE_DEPTH && usage_idx == 0)
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else if (usage == WINED3DDECLUSAGE_DEPTH && usage_idx == 0)
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*regnum = 13 + WINED3DDP_MAXTEXCOORD;
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else if (usage == D3DDECLUSAGE_SAMPLE && usage_idx == 0)
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else if (usage == WINED3DDECLUSAGE_SAMPLE && usage_idx == 0)
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*regnum = 14 + WINED3DDP_MAXTEXCOORD;
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if (*regnum < 0) {
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@ -225,9 +225,9 @@ void primitiveDeclarationConvertToStridedData(
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strided->u.input[idx].VBO = streamVBO;
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strided->u.input[idx].streamNo = element->Stream;
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if (!useVertexShaderFunction) {
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if (element->Usage == D3DDECLUSAGE_POSITION)
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if (element->Usage == WINED3DDECLUSAGE_POSITION)
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strided->u.s.position_transformed = FALSE;
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else if (element->Usage == D3DDECLUSAGE_POSITIONT)
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else if (element->Usage == WINED3DDECLUSAGE_POSITIONT)
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strided->u.s.position_transformed = TRUE;
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}
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}
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@ -1889,7 +1889,7 @@ void pshader_glsl_input_pack(
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switch(usage) {
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case D3DDECLUSAGE_COLOR:
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case WINED3DDECLUSAGE_COLOR:
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if (usage_idx == 0)
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shader_addline(buffer, "IN%u%s = vec4(gl_Color)%s;\n",
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i, reg_mask, reg_mask);
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@ -1901,12 +1901,12 @@ void pshader_glsl_input_pack(
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i, reg_mask, reg_mask);
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break;
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case D3DDECLUSAGE_TEXCOORD:
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case WINED3DDECLUSAGE_TEXCOORD:
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shader_addline(buffer, "IN%u%s = vec4(gl_TexCoord[%u])%s;\n",
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i, reg_mask, usage_idx, reg_mask );
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break;
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case D3DDECLUSAGE_FOG:
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case WINED3DDECLUSAGE_FOG:
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shader_addline(buffer, "IN%u%s = vec4(gl_FogFragCoord)%s;\n",
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i, reg_mask, reg_mask);
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break;
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@ -1944,7 +1944,7 @@ void vshader_glsl_output_unpack(
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switch(usage) {
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case D3DDECLUSAGE_COLOR:
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case WINED3DDECLUSAGE_COLOR:
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if (usage_idx == 0)
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shader_addline(buffer, "gl_FrontColor%s = OUT%u%s;\n", reg_mask, i, reg_mask);
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else if (usage_idx == 1)
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@ -1953,20 +1953,20 @@ void vshader_glsl_output_unpack(
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shader_addline(buffer, "unsupported_color_output%s = OUT%u%s;\n", reg_mask, i, reg_mask);
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break;
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case D3DDECLUSAGE_POSITION:
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case WINED3DDECLUSAGE_POSITION:
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shader_addline(buffer, "gl_Position%s = OUT%u%s;\n", reg_mask, i, reg_mask);
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break;
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case D3DDECLUSAGE_TEXCOORD:
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case WINED3DDECLUSAGE_TEXCOORD:
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shader_addline(buffer, "gl_TexCoord[%u]%s = OUT%u%s;\n",
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usage_idx, reg_mask, i, reg_mask);
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break;
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case D3DDECLUSAGE_PSIZE:
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case WINED3DDECLUSAGE_PSIZE:
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shader_addline(buffer, "gl_PointSize = OUT%u.x;\n", i);
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break;
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case D3DDECLUSAGE_FOG:
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case WINED3DDECLUSAGE_FOG:
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shader_addline(buffer, "gl_FogFragCoord%s = OUT%u%s;\n", reg_mask, i, reg_mask);
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break;
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@ -317,20 +317,20 @@ const char* debug_d3ddecltype(WINED3DDECLTYPE type) {
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const char* debug_d3ddeclusage(BYTE usage) {
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switch (usage) {
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#define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
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WINED3DDECLUSAGE_TO_STR(D3DDECLUSAGE_POSITION);
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WINED3DDECLUSAGE_TO_STR(D3DDECLUSAGE_BLENDWEIGHT);
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WINED3DDECLUSAGE_TO_STR(D3DDECLUSAGE_BLENDINDICES);
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WINED3DDECLUSAGE_TO_STR(D3DDECLUSAGE_NORMAL);
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WINED3DDECLUSAGE_TO_STR(D3DDECLUSAGE_PSIZE);
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WINED3DDECLUSAGE_TO_STR(D3DDECLUSAGE_TEXCOORD);
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WINED3DDECLUSAGE_TO_STR(D3DDECLUSAGE_TANGENT);
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WINED3DDECLUSAGE_TO_STR(D3DDECLUSAGE_BINORMAL);
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WINED3DDECLUSAGE_TO_STR(D3DDECLUSAGE_TESSFACTOR);
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WINED3DDECLUSAGE_TO_STR(D3DDECLUSAGE_POSITIONT);
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WINED3DDECLUSAGE_TO_STR(D3DDECLUSAGE_COLOR);
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WINED3DDECLUSAGE_TO_STR(D3DDECLUSAGE_FOG);
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WINED3DDECLUSAGE_TO_STR(D3DDECLUSAGE_DEPTH);
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WINED3DDECLUSAGE_TO_STR(D3DDECLUSAGE_SAMPLE);
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WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITION);
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WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDWEIGHT);
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WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDINDICES);
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WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_NORMAL);
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WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_PSIZE);
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WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TEXCOORD);
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WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TANGENT);
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WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BINORMAL);
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WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TESSFACTOR);
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WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITIONT);
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WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_COLOR);
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WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_FOG);
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WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_DEPTH);
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WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_SAMPLE);
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#undef WINED3DDECLUSAGE_TO_STR
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default:
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FIXME("Unrecognized %u declaration usage!\n", usage);
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@ -263,23 +263,23 @@ IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
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WINED3DVERTEXELEMENT convToW[128];
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/* TODO: find out where rhw (or positionT) is for declaration8 */
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Decl8to9Lookup decl8to9Lookup[MAX_D3DVSDE];
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MAKE_LOOKUP(D3DVSDE_POSITION, D3DDECLUSAGE_POSITION, 0);
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MAKE_LOOKUP(D3DVSDE_POSITION2, D3DDECLUSAGE_POSITION, 1);
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MAKE_LOOKUP(D3DVSDE_BLENDWEIGHT, D3DDECLUSAGE_BLENDWEIGHT, 0);
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MAKE_LOOKUP(D3DVSDE_BLENDINDICES, D3DDECLUSAGE_BLENDINDICES, 0);
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MAKE_LOOKUP(D3DVSDE_NORMAL, D3DDECLUSAGE_NORMAL, 0);
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MAKE_LOOKUP(D3DVSDE_NORMAL2, D3DDECLUSAGE_NORMAL, 1);
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MAKE_LOOKUP(D3DVSDE_DIFFUSE, D3DDECLUSAGE_COLOR, 0);
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MAKE_LOOKUP(D3DVSDE_SPECULAR, D3DDECLUSAGE_COLOR, 1);
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MAKE_LOOKUP(D3DVSDE_TEXCOORD0, D3DDECLUSAGE_TEXCOORD, 0);
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MAKE_LOOKUP(D3DVSDE_TEXCOORD1, D3DDECLUSAGE_TEXCOORD, 1);
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MAKE_LOOKUP(D3DVSDE_TEXCOORD2, D3DDECLUSAGE_TEXCOORD, 2);
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MAKE_LOOKUP(D3DVSDE_TEXCOORD3, D3DDECLUSAGE_TEXCOORD, 3);
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MAKE_LOOKUP(D3DVSDE_TEXCOORD4, D3DDECLUSAGE_TEXCOORD, 4);
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MAKE_LOOKUP(D3DVSDE_TEXCOORD5, D3DDECLUSAGE_TEXCOORD, 5);
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MAKE_LOOKUP(D3DVSDE_TEXCOORD6, D3DDECLUSAGE_TEXCOORD, 6);
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MAKE_LOOKUP(D3DVSDE_TEXCOORD7, D3DDECLUSAGE_TEXCOORD, 7);
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MAKE_LOOKUP(D3DVSDE_PSIZE, D3DDECLUSAGE_PSIZE, 0);
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MAKE_LOOKUP(D3DVSDE_POSITION, WINED3DDECLUSAGE_POSITION, 0);
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MAKE_LOOKUP(D3DVSDE_POSITION2, WINED3DDECLUSAGE_POSITION, 1);
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MAKE_LOOKUP(D3DVSDE_BLENDWEIGHT, WINED3DDECLUSAGE_BLENDWEIGHT, 0);
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MAKE_LOOKUP(D3DVSDE_BLENDINDICES, WINED3DDECLUSAGE_BLENDINDICES, 0);
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MAKE_LOOKUP(D3DVSDE_NORMAL, WINED3DDECLUSAGE_NORMAL, 0);
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MAKE_LOOKUP(D3DVSDE_NORMAL2, WINED3DDECLUSAGE_NORMAL, 1);
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MAKE_LOOKUP(D3DVSDE_DIFFUSE, WINED3DDECLUSAGE_COLOR, 0);
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MAKE_LOOKUP(D3DVSDE_SPECULAR, WINED3DDECLUSAGE_COLOR, 1);
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MAKE_LOOKUP(D3DVSDE_TEXCOORD0, WINED3DDECLUSAGE_TEXCOORD, 0);
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MAKE_LOOKUP(D3DVSDE_TEXCOORD1, WINED3DDECLUSAGE_TEXCOORD, 1);
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MAKE_LOOKUP(D3DVSDE_TEXCOORD2, WINED3DDECLUSAGE_TEXCOORD, 2);
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MAKE_LOOKUP(D3DVSDE_TEXCOORD3, WINED3DDECLUSAGE_TEXCOORD, 3);
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MAKE_LOOKUP(D3DVSDE_TEXCOORD4, WINED3DDECLUSAGE_TEXCOORD, 4);
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MAKE_LOOKUP(D3DVSDE_TEXCOORD5, WINED3DDECLUSAGE_TEXCOORD, 5);
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MAKE_LOOKUP(D3DVSDE_TEXCOORD6, WINED3DDECLUSAGE_TEXCOORD, 6);
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MAKE_LOOKUP(D3DVSDE_TEXCOORD7, WINED3DDECLUSAGE_TEXCOORD, 7);
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MAKE_LOOKUP(D3DVSDE_PSIZE, WINED3DDECLUSAGE_PSIZE, 0);
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#undef MAKE_LOOKUP
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TRACE("(%p) : pDecl(%p)\n", This, pDecl);
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@ -1310,6 +1310,23 @@ typedef struct _WINEDDOVERLAYFX
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DWORD dwFlags; /* flags */
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} WINEDDOVERLAYFX;
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typedef enum {
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WINED3DDECLUSAGE_POSITION = 0,
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WINED3DDECLUSAGE_BLENDWEIGHT = 1,
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WINED3DDECLUSAGE_BLENDINDICES = 2,
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WINED3DDECLUSAGE_NORMAL = 3,
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WINED3DDECLUSAGE_PSIZE = 4,
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WINED3DDECLUSAGE_TEXCOORD = 5,
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WINED3DDECLUSAGE_TANGENT = 6,
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WINED3DDECLUSAGE_BINORMAL = 7,
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WINED3DDECLUSAGE_TESSFACTOR = 8,
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WINED3DDECLUSAGE_POSITIONT = 9,
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WINED3DDECLUSAGE_COLOR = 10,
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WINED3DDECLUSAGE_FOG = 11,
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WINED3DDECLUSAGE_DEPTH = 12,
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WINED3DDECLUSAGE_SAMPLE = 13
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} WINED3DDECLUSAGE;
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#define WINED3DUSAGE_RENDERTARGET 0x00000001L
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#define WINED3DUSAGE_DEPTHSTENCIL 0x00000002L
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#define WINED3DUSAGE_WRITEONLY 0x00000008L
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