wined3d: Handle the source modifier shift in the frontend rather than the backend.

This commit is contained in:
Henri Verbeet 2009-04-22 10:48:34 +02:00 committed by Alexandre Julliard
parent fec1fa93cf
commit cf1bfc8c68
2 changed files with 16 additions and 16 deletions

View File

@ -246,7 +246,7 @@ static void shader_parse_src_param(DWORD param, const struct wined3d_shader_src_
| ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2);
src->register_idx = param & WINED3DSP_REGNUM_MASK;
src->swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
src->modifiers = param & WINED3DSP_SRCMOD_MASK;
src->modifiers = (param & WINED3DSP_SRCMOD_MASK) >> WINED3DSP_SRCMOD_SHIFT;
src->rel_addr = rel_addr;
}
@ -781,7 +781,7 @@ static void shader_dump_param(const DWORD param, const DWORD addr_token, int inp
case WINED3DSPSM_ABSNEG: TRACE(")"); break;
case WINED3DSPSM_ABS: TRACE(")"); break;
default:
TRACE("_unknown_modifier(%#x)", modifier >> WINED3DSP_SRCMOD_SHIFT);
TRACE("_unknown_modifier(%#x)", modifier);
}
}

View File

@ -107,20 +107,20 @@ typedef enum _WINED3DVS_RASTOUT_OFFSETS {
#define WINED3DSP_SRCMOD_MASK (0xF << WINED3DSP_SRCMOD_SHIFT)
typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE {
WINED3DSPSM_NONE = 0 << WINED3DSP_SRCMOD_SHIFT,
WINED3DSPSM_NEG = 1 << WINED3DSP_SRCMOD_SHIFT,
WINED3DSPSM_BIAS = 2 << WINED3DSP_SRCMOD_SHIFT,
WINED3DSPSM_BIASNEG = 3 << WINED3DSP_SRCMOD_SHIFT,
WINED3DSPSM_SIGN = 4 << WINED3DSP_SRCMOD_SHIFT,
WINED3DSPSM_SIGNNEG = 5 << WINED3DSP_SRCMOD_SHIFT,
WINED3DSPSM_COMP = 6 << WINED3DSP_SRCMOD_SHIFT,
WINED3DSPSM_X2 = 7 << WINED3DSP_SRCMOD_SHIFT,
WINED3DSPSM_X2NEG = 8 << WINED3DSP_SRCMOD_SHIFT,
WINED3DSPSM_DZ = 9 << WINED3DSP_SRCMOD_SHIFT,
WINED3DSPSM_DW = 10 << WINED3DSP_SRCMOD_SHIFT,
WINED3DSPSM_ABS = 11 << WINED3DSP_SRCMOD_SHIFT,
WINED3DSPSM_ABSNEG = 12 << WINED3DSP_SRCMOD_SHIFT,
WINED3DSPSM_NOT = 13 << WINED3DSP_SRCMOD_SHIFT,
WINED3DSPSM_NONE = 0,
WINED3DSPSM_NEG = 1,
WINED3DSPSM_BIAS = 2,
WINED3DSPSM_BIASNEG = 3,
WINED3DSPSM_SIGN = 4,
WINED3DSPSM_SIGNNEG = 5,
WINED3DSPSM_COMP = 6,
WINED3DSPSM_X2 = 7,
WINED3DSPSM_X2NEG = 8,
WINED3DSPSM_DZ = 9,
WINED3DSPSM_DW = 10,
WINED3DSPSM_ABS = 11,
WINED3DSPSM_ABSNEG = 12,
WINED3DSPSM_NOT = 13,
WINED3DSPSM_FORCE_DWORD = 0x7FFFFFFF
} WINED3DSHADER_PARAM_SRCMOD_TYPE;