wined3d: Get rid of the WINED3DVS_* swizzle constants.
They're redundant.
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@ -789,7 +789,8 @@ static void shader_dump_param(const DWORD param, const DWORD addr_token, int inp
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* swizzle bits fields:
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* RRGGBBAA
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*/
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if ((WINED3DVS_NOSWIZZLE >> WINED3DVS_SWIZZLE_SHIFT) != swizzle) {
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if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) != swizzle)
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{
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if (swizzle_x == swizzle_y &&
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swizzle_x == swizzle_z &&
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swizzle_x == swizzle_w) {
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@ -2472,7 +2472,7 @@ static void pshader_glsl_tex(const struct wined3d_shader_instruction *ins)
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shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
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mask |= sample_function.coord_mask;
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if (shader_version < WINED3DPS_VERSION(2,0)) swizzle = WINED3DVS_NOSWIZZLE;
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if (shader_version < WINED3DPS_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
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else swizzle = ins->src[1].swizzle;
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/* 1.0-1.3: Use destination register as coordinate source.
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@ -2602,17 +2602,17 @@ static void pshader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
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switch(mask_size)
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{
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case 1:
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shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
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shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL,
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"dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
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break;
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case 2:
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shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
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shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL,
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"vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
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break;
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case 3:
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shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
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shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL,
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"vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
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break;
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@ -2722,7 +2722,7 @@ static void pshader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins
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shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
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/* Sample the texture using the calculated coordinates */
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shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DVS_NOSWIZZLE, NULL, "tmp0.xy");
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shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, "tmp0.xy");
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}
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/** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
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@ -2744,7 +2744,7 @@ static void pshader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins
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shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
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/* Sample the texture using the calculated coordinates */
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shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DVS_NOSWIZZLE, NULL, "tmp0.xyz");
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shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, "tmp0.xyz");
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current_state->current_row = 0;
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}
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@ -2795,7 +2795,7 @@ static void pshader_glsl_texm3x3spec(const struct wined3d_shader_instruction *in
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shader_glsl_get_sample_function(stype, 0, &sample_function);
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/* Sample the texture */
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shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DVS_NOSWIZZLE, NULL, "tmp0.xyz");
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shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, "tmp0.xyz");
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current_state->current_row = 0;
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}
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@ -2827,7 +2827,7 @@ static void pshader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *i
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shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
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/* Sample the texture using the calculated coordinates */
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shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DVS_NOSWIZZLE, NULL, "tmp0.xyz");
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shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, "tmp0.xyz");
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current_state->current_row = 0;
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}
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@ -2877,7 +2877,7 @@ static void pshader_glsl_texbem(const struct wined3d_shader_instruction *ins)
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shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
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shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
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shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL,
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"T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
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coord_param.param_str, coord_mask);
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@ -2920,7 +2920,7 @@ static void pshader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
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shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
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shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
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shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
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shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL,
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"%s.wx", src0_param.reg_name);
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}
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@ -2936,7 +2936,7 @@ static void pshader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
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shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
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shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
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shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
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shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL,
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"%s.yz", src0_param.reg_name);
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}
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@ -2953,7 +2953,7 @@ static void pshader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins
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shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
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shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
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shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
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shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL,
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"%s", src0_param.param_str);
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}
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@ -98,33 +98,9 @@ typedef enum _WINED3DVS_RASTOUT_OFFSETS {
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} WINED3DVS_RASTOUT_OFFSETS;
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/** Source register modifiers **/
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#define WINED3DVS_SWIZZLE_SHIFT 16
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#define WINED3DVS_SWIZZLE_MASK (0xFF << WINED3DVS_SWIZZLE_SHIFT)
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#define WINED3DSP_SWIZZLE_SHIFT 16
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#define WINED3DSP_SWIZZLE_MASK (0xFF << WINED3DSP_SWIZZLE_SHIFT)
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#define WINED3DVS_X_X (0 << WINED3DVS_SWIZZLE_SHIFT)
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#define WINED3DVS_X_Y (1 << WINED3DVS_SWIZZLE_SHIFT)
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#define WINED3DVS_X_Z (2 << WINED3DVS_SWIZZLE_SHIFT)
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#define WINED3DVS_X_W (3 << WINED3DVS_SWIZZLE_SHIFT)
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#define WINED3DVS_Y_X (0 << (WINED3DVS_SWIZZLE_SHIFT + 2))
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#define WINED3DVS_Y_Y (1 << (WINED3DVS_SWIZZLE_SHIFT + 2))
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#define WINED3DVS_Y_Z (2 << (WINED3DVS_SWIZZLE_SHIFT + 2))
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#define WINED3DVS_Y_W (3 << (WINED3DVS_SWIZZLE_SHIFT + 2))
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#define WINED3DVS_Z_X (0 << (WINED3DVS_SWIZZLE_SHIFT + 4))
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#define WINED3DVS_Z_Y (1 << (WINED3DVS_SWIZZLE_SHIFT + 4))
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#define WINED3DVS_Z_Z (2 << (WINED3DVS_SWIZZLE_SHIFT + 4))
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#define WINED3DVS_Z_W (3 << (WINED3DVS_SWIZZLE_SHIFT + 4))
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#define WINED3DVS_W_X (0 << (WINED3DVS_SWIZZLE_SHIFT + 6))
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#define WINED3DVS_W_Y (1 << (WINED3DVS_SWIZZLE_SHIFT + 6))
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#define WINED3DVS_W_Z (2 << (WINED3DVS_SWIZZLE_SHIFT + 6))
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#define WINED3DVS_W_W (3 << (WINED3DVS_SWIZZLE_SHIFT + 6))
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#define WINED3DVS_NOSWIZZLE (WINED3DVS_X_X | WINED3DVS_Y_Y | WINED3DVS_Z_Z | WINED3DVS_W_W)
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#define WINED3DSP_NOSWIZZLE \
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((0 << (WINED3DSP_SWIZZLE_SHIFT + 0)) | (1 << (WINED3DSP_SWIZZLE_SHIFT + 2)) | \
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(2 << (WINED3DSP_SWIZZLE_SHIFT + 4)) | (3 << (WINED3DSP_SWIZZLE_SHIFT + 6)))
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