wined3d: Get rid of the WINED3DVS_* swizzle constants.

They're redundant.
This commit is contained in:
Henri Verbeet 2009-04-22 10:48:34 +02:00 committed by Alexandre Julliard
parent 629801bccb
commit baf2f94b76
3 changed files with 14 additions and 37 deletions

View File

@ -789,7 +789,8 @@ static void shader_dump_param(const DWORD param, const DWORD addr_token, int inp
* swizzle bits fields:
* RRGGBBAA
*/
if ((WINED3DVS_NOSWIZZLE >> WINED3DVS_SWIZZLE_SHIFT) != swizzle) {
if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) != swizzle)
{
if (swizzle_x == swizzle_y &&
swizzle_x == swizzle_z &&
swizzle_x == swizzle_w) {

View File

@ -2472,7 +2472,7 @@ static void pshader_glsl_tex(const struct wined3d_shader_instruction *ins)
shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
mask |= sample_function.coord_mask;
if (shader_version < WINED3DPS_VERSION(2,0)) swizzle = WINED3DVS_NOSWIZZLE;
if (shader_version < WINED3DPS_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
else swizzle = ins->src[1].swizzle;
/* 1.0-1.3: Use destination register as coordinate source.
@ -2602,17 +2602,17 @@ static void pshader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
switch(mask_size)
{
case 1:
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL,
"dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
break;
case 2:
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL,
"vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
break;
case 3:
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL,
"vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
break;
@ -2722,7 +2722,7 @@ static void pshader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins
shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
/* Sample the texture using the calculated coordinates */
shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DVS_NOSWIZZLE, NULL, "tmp0.xy");
shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, "tmp0.xy");
}
/** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
@ -2744,7 +2744,7 @@ static void pshader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins
shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
/* Sample the texture using the calculated coordinates */
shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DVS_NOSWIZZLE, NULL, "tmp0.xyz");
shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, "tmp0.xyz");
current_state->current_row = 0;
}
@ -2795,7 +2795,7 @@ static void pshader_glsl_texm3x3spec(const struct wined3d_shader_instruction *in
shader_glsl_get_sample_function(stype, 0, &sample_function);
/* Sample the texture */
shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DVS_NOSWIZZLE, NULL, "tmp0.xyz");
shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, "tmp0.xyz");
current_state->current_row = 0;
}
@ -2827,7 +2827,7 @@ static void pshader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *i
shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
/* Sample the texture using the calculated coordinates */
shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DVS_NOSWIZZLE, NULL, "tmp0.xyz");
shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, "tmp0.xyz");
current_state->current_row = 0;
}
@ -2877,7 +2877,7 @@ static void pshader_glsl_texbem(const struct wined3d_shader_instruction *ins)
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL,
"T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
coord_param.param_str, coord_mask);
@ -2920,7 +2920,7 @@ static void pshader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL,
"%s.wx", src0_param.reg_name);
}
@ -2936,7 +2936,7 @@ static void pshader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL,
"%s.yz", src0_param.reg_name);
}
@ -2953,7 +2953,7 @@ static void pshader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins
shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL,
"%s", src0_param.param_str);
}

View File

@ -98,33 +98,9 @@ typedef enum _WINED3DVS_RASTOUT_OFFSETS {
} WINED3DVS_RASTOUT_OFFSETS;
/** Source register modifiers **/
#define WINED3DVS_SWIZZLE_SHIFT 16
#define WINED3DVS_SWIZZLE_MASK (0xFF << WINED3DVS_SWIZZLE_SHIFT)
#define WINED3DSP_SWIZZLE_SHIFT 16
#define WINED3DSP_SWIZZLE_MASK (0xFF << WINED3DSP_SWIZZLE_SHIFT)
#define WINED3DVS_X_X (0 << WINED3DVS_SWIZZLE_SHIFT)
#define WINED3DVS_X_Y (1 << WINED3DVS_SWIZZLE_SHIFT)
#define WINED3DVS_X_Z (2 << WINED3DVS_SWIZZLE_SHIFT)
#define WINED3DVS_X_W (3 << WINED3DVS_SWIZZLE_SHIFT)
#define WINED3DVS_Y_X (0 << (WINED3DVS_SWIZZLE_SHIFT + 2))
#define WINED3DVS_Y_Y (1 << (WINED3DVS_SWIZZLE_SHIFT + 2))
#define WINED3DVS_Y_Z (2 << (WINED3DVS_SWIZZLE_SHIFT + 2))
#define WINED3DVS_Y_W (3 << (WINED3DVS_SWIZZLE_SHIFT + 2))
#define WINED3DVS_Z_X (0 << (WINED3DVS_SWIZZLE_SHIFT + 4))
#define WINED3DVS_Z_Y (1 << (WINED3DVS_SWIZZLE_SHIFT + 4))
#define WINED3DVS_Z_Z (2 << (WINED3DVS_SWIZZLE_SHIFT + 4))
#define WINED3DVS_Z_W (3 << (WINED3DVS_SWIZZLE_SHIFT + 4))
#define WINED3DVS_W_X (0 << (WINED3DVS_SWIZZLE_SHIFT + 6))
#define WINED3DVS_W_Y (1 << (WINED3DVS_SWIZZLE_SHIFT + 6))
#define WINED3DVS_W_Z (2 << (WINED3DVS_SWIZZLE_SHIFT + 6))
#define WINED3DVS_W_W (3 << (WINED3DVS_SWIZZLE_SHIFT + 6))
#define WINED3DVS_NOSWIZZLE (WINED3DVS_X_X | WINED3DVS_Y_Y | WINED3DVS_Z_Z | WINED3DVS_W_W)
#define WINED3DSP_NOSWIZZLE \
((0 << (WINED3DSP_SWIZZLE_SHIFT + 0)) | (1 << (WINED3DSP_SWIZZLE_SHIFT + 2)) | \
(2 << (WINED3DSP_SWIZZLE_SHIFT + 4)) | (3 << (WINED3DSP_SWIZZLE_SHIFT + 6)))