wined3d: Add load_np2fixup_constants function to shader backend.

This commit is contained in:
Tobias Jakobi 2009-04-09 00:55:38 +02:00 committed by Alexandre Julliard
parent 7f9750550a
commit 9b067a6ca5
4 changed files with 25 additions and 0 deletions

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@ -173,6 +173,16 @@ static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, con
}
}
/**
* Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
*/
static void shader_arb_load_np2fixup_constants(
IWineD3DDevice* device,
char usePixelShader,
char useVertexShader) {
/* not implemented */
}
/**
* Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
*
@ -2306,6 +2316,7 @@ const shader_backend_t arb_program_shader_backend = {
shader_arb_update_float_vertex_constants,
shader_arb_update_float_pixel_constants,
shader_arb_load_constants,
shader_arb_load_np2fixup_constants,
shader_arb_destroy,
shader_arb_alloc,
shader_arb_free,

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@ -1094,6 +1094,7 @@ static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
static void shader_none_load_np2fixup_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
static void shader_none_destroy(IWineD3DBaseShader *iface) {}
static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
static void shader_none_free(IWineD3DDevice *iface) {}
@ -1143,6 +1144,7 @@ const shader_backend_t none_shader_backend = {
shader_none_update_float_vertex_constants,
shader_none_update_float_pixel_constants,
shader_none_load_constants,
shader_none_load_np2fixup_constants,
shader_none_destroy,
shader_none_alloc,
shader_none_free,

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@ -482,6 +482,16 @@ static void reset_program_constant_version(void *value, void *context)
entry->constant_version = 0;
}
/**
* Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
*/
static void shader_glsl_load_np2fixup_constants(
IWineD3DDevice* device,
char usePixelShader,
char useVertexShader) {
/* not implemented */
}
/**
* Loads the app-supplied constants into the currently set GLSL program.
*/
@ -4281,6 +4291,7 @@ const shader_backend_t glsl_shader_backend = {
shader_glsl_update_float_vertex_constants,
shader_glsl_update_float_pixel_constants,
shader_glsl_load_constants,
shader_glsl_load_np2fixup_constants,
shader_glsl_destroy,
shader_glsl_alloc,
shader_glsl_free,

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@ -562,6 +562,7 @@ typedef struct {
void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
void (*shader_destroy)(IWineD3DBaseShader *iface);
HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
void (*shader_free_private)(IWineD3DDevice *iface);