wined3d: Make the SHADER_OPCODE_ARG parameter to shader handlers const.

This commit is contained in:
Henri Verbeet 2008-11-25 14:36:09 +01:00 committed by Alexandre Julliard
parent eb78c2a082
commit cfb3bea895
3 changed files with 180 additions and 118 deletions

View File

@ -359,7 +359,8 @@ static const char * const shift_tab[] = {
"coefdiv.x" /* 15 (d2) */
};
static void shader_arb_get_write_mask(SHADER_OPCODE_ARG* arg, const DWORD param, char *write_mask) {
static void shader_arb_get_write_mask(const SHADER_OPCODE_ARG *arg, const DWORD param, char *write_mask)
{
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) arg->shader;
char *ptr = write_mask;
char vshader = shader_is_vshader_version(This->baseShader.hex_version);
@ -463,8 +464,8 @@ static void pshader_get_register_name(IWineD3DBaseShader* iface,
}
/* TODO: merge with pixel shader */
static void vshader_program_add_param(SHADER_OPCODE_ARG *arg, const DWORD param, BOOL is_input, char *hwLine) {
static void vshader_program_add_param(const SHADER_OPCODE_ARG *arg, const DWORD param, BOOL is_input, char *hwLine)
{
IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) arg->shader;
/* oPos, oFog and oPts in D3D */
@ -546,7 +547,9 @@ static void vshader_program_add_param(SHADER_OPCODE_ARG *arg, const DWORD param,
}
}
static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const char *dst_str, const char *coord_reg, BOOL projected, BOOL bias) {
static void shader_hw_sample(const SHADER_OPCODE_ARG *arg, DWORD sampler_idx, const char *dst_str,
const char *coord_reg, BOOL projected, BOOL bias)
{
SHADER_BUFFER* buffer = arg->buffer;
DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
const char *tex_type;
@ -895,7 +898,8 @@ static inline void pshader_gen_output_modifier_line(
regstr, write_mask, regstr, shift_tab[shift]);
}
static void pshader_hw_bem(SHADER_OPCODE_ARG* arg) {
static void pshader_hw_bem(const SHADER_OPCODE_ARG *arg)
{
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
SHADER_BUFFER* buffer = arg->buffer;
@ -933,8 +937,8 @@ static void pshader_hw_bem(SHADER_OPCODE_ARG* arg) {
}
}
static void pshader_hw_cnd(SHADER_OPCODE_ARG* arg) {
static void pshader_hw_cnd(const SHADER_OPCODE_ARG *arg)
{
IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
SHADER_BUFFER* buffer = arg->buffer;
char dst_wmask[20];
@ -967,8 +971,8 @@ static void pshader_hw_cnd(SHADER_OPCODE_ARG* arg) {
pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
}
static void pshader_hw_cmp(SHADER_OPCODE_ARG* arg) {
static void pshader_hw_cmp(const SHADER_OPCODE_ARG *arg)
{
SHADER_BUFFER* buffer = arg->buffer;
char dst_wmask[20];
char dst_name[50];
@ -996,7 +1000,8 @@ static void pshader_hw_cmp(SHADER_OPCODE_ARG* arg) {
/** Process the WINED3DSIO_DP2ADD instruction in ARB.
* dst = dot2(src0, src1) + src2 */
static void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg) {
static void pshader_hw_dp2add(const SHADER_OPCODE_ARG *arg)
{
SHADER_BUFFER* buffer = arg->buffer;
char dst_wmask[20];
char dst_name[50];
@ -1022,13 +1027,13 @@ static void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg) {
}
/* Map the opcode 1-to-1 to the GL code */
static void shader_hw_map2gl(SHADER_OPCODE_ARG* arg)
static void shader_hw_map2gl(const SHADER_OPCODE_ARG *arg)
{
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl*)arg->shader;
CONST SHADER_OPCODE* curOpcode = arg->opcode;
SHADER_BUFFER* buffer = arg->buffer;
DWORD dst = arg->dst;
DWORD* src = arg->src;
const DWORD *src = arg->src;
char arguments[256];
unsigned int i;
@ -1106,7 +1111,7 @@ static void shader_hw_map2gl(SHADER_OPCODE_ARG* arg)
}
}
static void shader_hw_mov(SHADER_OPCODE_ARG *arg)
static void shader_hw_mov(const SHADER_OPCODE_ARG *arg)
{
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl*)arg->shader;
@ -1153,7 +1158,8 @@ static void shader_hw_mov(SHADER_OPCODE_ARG *arg)
}
}
static void pshader_hw_texkill(SHADER_OPCODE_ARG* arg) {
static void pshader_hw_texkill(const SHADER_OPCODE_ARG *arg)
{
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
DWORD hex_version = This->baseShader.hex_version;
SHADER_BUFFER* buffer = arg->buffer;
@ -1177,12 +1183,13 @@ static void pshader_hw_texkill(SHADER_OPCODE_ARG* arg) {
}
}
static void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
static void pshader_hw_tex(const SHADER_OPCODE_ARG *arg)
{
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD dst = arg->dst;
DWORD* src = arg->src;
const DWORD *src = arg->src;
SHADER_BUFFER* buffer = arg->buffer;
DWORD hex_version = This->baseShader.hex_version;
BOOL projected = FALSE, bias = FALSE;
@ -1241,8 +1248,8 @@ static void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord, projected, bias);
}
static void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) {
static void pshader_hw_texcoord(const SHADER_OPCODE_ARG *arg)
{
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
DWORD dst = arg->dst;
SHADER_BUFFER* buffer = arg->buffer;
@ -1262,8 +1269,8 @@ static void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) {
}
}
static void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) {
static void pshader_hw_texreg2ar(const SHADER_OPCODE_ARG *arg)
{
SHADER_BUFFER* buffer = arg->buffer;
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
@ -1281,8 +1288,8 @@ static void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) {
shader_hw_sample(arg, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
}
static void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
static void pshader_hw_texreg2gb(const SHADER_OPCODE_ARG *arg)
{
SHADER_BUFFER* buffer = arg->buffer;
DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
@ -1296,8 +1303,8 @@ static void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
shader_hw_sample(arg, reg1, dst_str, "TMP", FALSE, FALSE);
}
static void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg) {
static void pshader_hw_texreg2rgb(const SHADER_OPCODE_ARG *arg)
{
SHADER_BUFFER* buffer = arg->buffer;
DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
char dst_str[8];
@ -1308,7 +1315,8 @@ static void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg) {
shader_hw_sample(arg, reg1, dst_str, src_str, FALSE, FALSE);
}
static void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
static void pshader_hw_texbem(const SHADER_OPCODE_ARG *arg)
{
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
BOOL has_bumpmat = FALSE;
BOOL has_luminance = FALSE;
@ -1379,8 +1387,8 @@ static void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
}
}
static void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) {
static void pshader_hw_texm3x2pad(const SHADER_OPCODE_ARG *arg)
{
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
char src0_name[50];
@ -1389,8 +1397,8 @@ static void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) {
shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name);
}
static void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
static void pshader_hw_texm3x2tex(const SHADER_OPCODE_ARG *arg)
{
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
@ -1406,8 +1414,8 @@ static void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
}
static void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) {
static void pshader_hw_texm3x3pad(const SHADER_OPCODE_ARG *arg)
{
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
@ -1419,8 +1427,8 @@ static void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) {
current_state->texcoord_w[current_state->current_row++] = reg;
}
static void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) {
static void pshader_hw_texm3x3tex(const SHADER_OPCODE_ARG *arg)
{
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
@ -1440,8 +1448,8 @@ static void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) {
current_state->current_row = 0;
}
static void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
static void pshader_hw_texm3x3vspec(const SHADER_OPCODE_ARG *arg)
{
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
@ -1476,8 +1484,8 @@ static void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
current_state->current_row = 0;
}
static void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
static void pshader_hw_texm3x3spec(const SHADER_OPCODE_ARG *arg)
{
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
@ -1513,7 +1521,8 @@ static void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
current_state->current_row = 0;
}
static void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg) {
static void pshader_hw_texdepth(const SHADER_OPCODE_ARG *arg)
{
SHADER_BUFFER* buffer = arg->buffer;
char dst_name[50];
@ -1542,7 +1551,8 @@ static void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg) {
/** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
* Take a 3-component dot product of the TexCoord[dstreg] and src,
* then perform a 1D texture lookup from stage dstregnum, place into dst. */
static void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg) {
static void pshader_hw_texdp3tex(const SHADER_OPCODE_ARG *arg)
{
SHADER_BUFFER* buffer = arg->buffer;
DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
char src0[50];
@ -1558,7 +1568,8 @@ static void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg) {
/** Process the WINED3DSIO_TEXDP3 instruction in ARB:
* Take a 3-component dot product of the TexCoord[dstreg] and src. */
static void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg) {
static void pshader_hw_texdp3(const SHADER_OPCODE_ARG *arg)
{
char src0[50];
char dst_str[50];
char dst_mask[6];
@ -1577,7 +1588,8 @@ static void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg) {
/** Process the WINED3DSIO_TEXM3X3 instruction in ARB
* Perform the 3rd row of a 3x3 matrix multiply */
static void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg) {
static void pshader_hw_texm3x3(const SHADER_OPCODE_ARG *arg)
{
SHADER_BUFFER* buffer = arg->buffer;
char dst_str[50];
char dst_mask[6];
@ -1599,7 +1611,8 @@ static void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg) {
* Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
* depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
*/
static void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg) {
static void pshader_hw_texm3x2depth(const SHADER_OPCODE_ARG *arg)
{
SHADER_BUFFER* buffer = arg->buffer;
DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK;
char src0[50];
@ -1619,8 +1632,8 @@ static void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg) {
/** Handles transforming all WINED3DSIO_M?x? opcodes for
Vertex/Pixel shaders to ARB_vertex_program codes */
static void shader_hw_mnxn(SHADER_OPCODE_ARG* arg) {
static void shader_hw_mnxn(const SHADER_OPCODE_ARG *arg)
{
int i;
int nComponents = 0;
SHADER_OPCODE_ARG tmpArg;
@ -1667,7 +1680,8 @@ static void shader_hw_mnxn(SHADER_OPCODE_ARG* arg) {
}
}
static void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg) {
static void vshader_hw_rsq_rcp(const SHADER_OPCODE_ARG *arg)
{
CONST SHADER_OPCODE* curOpcode = arg->opcode;
SHADER_BUFFER* buffer = arg->buffer;
DWORD dst = arg->dst;
@ -1690,7 +1704,8 @@ static void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg) {
shader_addline(buffer, "%s;\n", tmpLine);
}
static void shader_hw_nrm(SHADER_OPCODE_ARG* arg) {
static void shader_hw_nrm(const SHADER_OPCODE_ARG *arg)
{
SHADER_BUFFER* buffer = arg->buffer;
char dst_name[50];
char src_name[50];
@ -1712,7 +1727,8 @@ static void shader_hw_nrm(SHADER_OPCODE_ARG* arg) {
pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
}
static void shader_hw_sincos(SHADER_OPCODE_ARG* arg) {
static void shader_hw_sincos(const SHADER_OPCODE_ARG *arg)
{
/* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
* must contain fixed constants. So we need a separate function to filter those constants and
* can't use map2gl

View File

@ -733,7 +733,7 @@ static void shader_generate_glsl_declarations(
****************************************************************************/
/* Prototypes */
static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param,
static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG *arg, const DWORD param,
const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param);
/** Used for opcode modifiers - They multiply the result by the specified amount */
@ -815,13 +815,9 @@ static void shader_glsl_gen_modifier (
/** Writes the GLSL variable name that corresponds to the register that the
* DX opcode parameter is trying to access */
static void shader_glsl_get_register_name(
const DWORD param,
const DWORD addr_token,
char* regstr,
BOOL* is_color,
SHADER_OPCODE_ARG* arg) {
static void shader_glsl_get_register_name(const DWORD param, const DWORD addr_token,
char *regstr, BOOL *is_color, const SHADER_OPCODE_ARG *arg)
{
/* oPos, oFog and oPts in D3D */
static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
@ -1064,8 +1060,9 @@ static void shader_glsl_get_swizzle(const DWORD param, BOOL fixup, DWORD mask, c
/* From a given parameter token, generate the corresponding GLSL string.
* Also, return the actual register name and swizzle in case the
* caller needs this information as well. */
static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param,
const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param) {
static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG *arg, const DWORD param,
const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param)
{
BOOL is_color = FALSE;
char swizzle_str[6];
@ -1082,8 +1079,9 @@ static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param,
/* From a given parameter token, generate the corresponding GLSL string.
* Also, return the actual register name and swizzle in case the
* caller needs this information as well. */
static DWORD shader_glsl_add_dst_param(SHADER_OPCODE_ARG* arg, const DWORD param,
const DWORD addr_token, glsl_dst_param_t *dst_param) {
static DWORD shader_glsl_add_dst_param(const SHADER_OPCODE_ARG* arg, const DWORD param,
const DWORD addr_token, glsl_dst_param_t *dst_param)
{
BOOL is_color = FALSE;
dst_param->mask_str[0] = '\0';
@ -1094,7 +1092,8 @@ static DWORD shader_glsl_add_dst_param(SHADER_OPCODE_ARG* arg, const DWORD param
}
/* Append the destination part of the instruction to the buffer, return the effective write mask */
static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *arg, const DWORD param) {
static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer, const SHADER_OPCODE_ARG *arg, const DWORD param)
{
glsl_dst_param_t dst_param;
DWORD mask;
int shift;
@ -1110,7 +1109,8 @@ static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG
}
/* Append the destination part of the instruction to the buffer, return the effective write mask */
static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *arg) {
static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, const SHADER_OPCODE_ARG *arg)
{
return shader_glsl_append_dst_ext(buffer, arg, arg->dst);
}
@ -1387,7 +1387,8 @@ static void shader_glsl_color_correction(SHADER_OPCODE_ARG* arg) {
****************************************************************************/
/* Generate GLSL arithmetic functions (dst = src1 + src2) */
static void shader_glsl_arith(SHADER_OPCODE_ARG* arg) {
static void shader_glsl_arith(const SHADER_OPCODE_ARG *arg)
{
CONST SHADER_OPCODE* curOpcode = arg->opcode;
SHADER_BUFFER* buffer = arg->buffer;
glsl_src_param_t src0_param;
@ -1413,7 +1414,8 @@ static void shader_glsl_arith(SHADER_OPCODE_ARG* arg) {
}
/* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
static void shader_glsl_mov(SHADER_OPCODE_ARG* arg) {
static void shader_glsl_mov(const SHADER_OPCODE_ARG *arg)
{
IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
SHADER_BUFFER* buffer = arg->buffer;
glsl_src_param_t src0_param;
@ -1448,7 +1450,8 @@ static void shader_glsl_mov(SHADER_OPCODE_ARG* arg) {
}
/* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
static void shader_glsl_dot(SHADER_OPCODE_ARG* arg) {
static void shader_glsl_dot(const SHADER_OPCODE_ARG *arg)
{
CONST SHADER_OPCODE* curOpcode = arg->opcode;
SHADER_BUFFER* buffer = arg->buffer;
glsl_src_param_t src0_param;
@ -1478,7 +1481,8 @@ static void shader_glsl_dot(SHADER_OPCODE_ARG* arg) {
/* Note that this instruction has some restrictions. The destination write mask
* can't contain the w component, and the source swizzles have to be .xyzw */
static void shader_glsl_cross(SHADER_OPCODE_ARG *arg) {
static void shader_glsl_cross(const SHADER_OPCODE_ARG *arg)
{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
@ -1494,7 +1498,8 @@ static void shader_glsl_cross(SHADER_OPCODE_ARG *arg) {
/* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
* Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
* GLSL uses the value as-is. */
static void shader_glsl_pow(SHADER_OPCODE_ARG *arg) {
static void shader_glsl_pow(const SHADER_OPCODE_ARG *arg)
{
SHADER_BUFFER *buffer = arg->buffer;
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
@ -1517,7 +1522,8 @@ static void shader_glsl_pow(SHADER_OPCODE_ARG *arg) {
/* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
* Src0 is a scalar. Note that D3D uses the absolute of src0, while
* GLSL uses the value as-is. */
static void shader_glsl_log(SHADER_OPCODE_ARG *arg) {
static void shader_glsl_log(const SHADER_OPCODE_ARG *arg)
{
SHADER_BUFFER *buffer = arg->buffer;
glsl_src_param_t src0_param;
DWORD dst_write_mask;
@ -1536,7 +1542,8 @@ static void shader_glsl_log(SHADER_OPCODE_ARG *arg) {
}
/* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
static void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg) {
static void shader_glsl_map2gl(const SHADER_OPCODE_ARG *arg)
{
CONST SHADER_OPCODE* curOpcode = arg->opcode;
SHADER_BUFFER* buffer = arg->buffer;
glsl_src_param_t src_param;
@ -1587,7 +1594,8 @@ static void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg) {
* For 2.0 shaders, just do this (honoring writemask and swizzle):
* dst = 2^src; (partial precision is allowed, but optional)
*/
static void shader_glsl_expp(SHADER_OPCODE_ARG* arg) {
static void shader_glsl_expp(const SHADER_OPCODE_ARG *arg)
{
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader;
glsl_src_param_t src_param;
@ -1620,7 +1628,8 @@ static void shader_glsl_expp(SHADER_OPCODE_ARG* arg) {
}
/** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
static void shader_glsl_rcp(SHADER_OPCODE_ARG* arg) {
static void shader_glsl_rcp(const SHADER_OPCODE_ARG *arg)
{
glsl_src_param_t src_param;
DWORD write_mask;
unsigned int mask_size;
@ -1636,7 +1645,8 @@ static void shader_glsl_rcp(SHADER_OPCODE_ARG* arg) {
}
}
static void shader_glsl_rsq(SHADER_OPCODE_ARG* arg) {
static void shader_glsl_rsq(const SHADER_OPCODE_ARG *arg)
{
SHADER_BUFFER* buffer = arg->buffer;
glsl_src_param_t src_param;
DWORD write_mask;
@ -1655,7 +1665,8 @@ static void shader_glsl_rsq(SHADER_OPCODE_ARG* arg) {
}
/** Process signed comparison opcodes in GLSL. */
static void shader_glsl_compare(SHADER_OPCODE_ARG* arg) {
static void shader_glsl_compare(const SHADER_OPCODE_ARG *arg)
{
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
DWORD write_mask;
@ -1702,7 +1713,8 @@ static void shader_glsl_compare(SHADER_OPCODE_ARG* arg) {
}
/** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
static void shader_glsl_cmp(SHADER_OPCODE_ARG* arg) {
static void shader_glsl_cmp(const SHADER_OPCODE_ARG *arg)
{
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
glsl_src_param_t src2_param;
@ -1778,7 +1790,8 @@ static void shader_glsl_cmp(SHADER_OPCODE_ARG* arg) {
/** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
/* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
* the compare is done per component of src0. */
static void shader_glsl_cnd(SHADER_OPCODE_ARG* arg) {
static void shader_glsl_cnd(const SHADER_OPCODE_ARG *arg)
{
IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
@ -1824,7 +1837,8 @@ static void shader_glsl_cnd(SHADER_OPCODE_ARG* arg) {
}
/** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
static void shader_glsl_mad(SHADER_OPCODE_ARG* arg) {
static void shader_glsl_mad(const SHADER_OPCODE_ARG *arg)
{
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
glsl_src_param_t src2_param;
@ -1840,7 +1854,8 @@ static void shader_glsl_mad(SHADER_OPCODE_ARG* arg) {
/** Handles transforming all WINED3DSIO_M?x? opcodes for
Vertex shaders to GLSL codes */
static void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg) {
static void shader_glsl_mnxn(const SHADER_OPCODE_ARG *arg)
{
int i;
int nComponents = 0;
SHADER_OPCODE_ARG tmpArg;
@ -1893,7 +1908,8 @@ static void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg) {
blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
This is equivalent to mix(src2, src1, src0);
*/
static void shader_glsl_lrp(SHADER_OPCODE_ARG* arg) {
static void shader_glsl_lrp(const SHADER_OPCODE_ARG *arg)
{
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
glsl_src_param_t src2_param;
@ -1915,7 +1931,8 @@ static void shader_glsl_lrp(SHADER_OPCODE_ARG* arg) {
* dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
* where src.w is clamped at +- 128
*/
static void shader_glsl_lit(SHADER_OPCODE_ARG* arg) {
static void shader_glsl_lit(const SHADER_OPCODE_ARG *arg)
{
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
glsl_src_param_t src3_param;
@ -1959,7 +1976,8 @@ static void shader_glsl_lit(SHADER_OPCODE_ARG* arg) {
* dst.z = src0.z
* dst.w = src1.w
*/
static void shader_glsl_dst(SHADER_OPCODE_ARG* arg) {
static void shader_glsl_dst(const SHADER_OPCODE_ARG *arg)
{
glsl_src_param_t src0y_param;
glsl_src_param_t src0z_param;
glsl_src_param_t src1y_param;
@ -1987,7 +2005,8 @@ static void shader_glsl_dst(SHADER_OPCODE_ARG* arg) {
* dst.z = dst.z
* dst.w = dst.w
*/
static void shader_glsl_sincos(SHADER_OPCODE_ARG* arg) {
static void shader_glsl_sincos(const SHADER_OPCODE_ARG *arg)
{
glsl_src_param_t src0_param;
DWORD write_mask;
@ -2019,7 +2038,8 @@ static void shader_glsl_sincos(SHADER_OPCODE_ARG* arg) {
* Need to use a temporary variable for this operation.
*/
/* FIXME: I don't think nested loops will work correctly this way. */
static void shader_glsl_loop(SHADER_OPCODE_ARG* arg) {
static void shader_glsl_loop(const SHADER_OPCODE_ARG *arg)
{
glsl_src_param_t src1_param;
IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
DWORD regtype = shader_get_regtype(arg->src[1]);
@ -2071,7 +2091,8 @@ static void shader_glsl_loop(SHADER_OPCODE_ARG* arg) {
shader->baseShader.cur_loop_regno++;
}
static void shader_glsl_end(SHADER_OPCODE_ARG* arg) {
static void shader_glsl_end(const SHADER_OPCODE_ARG *arg)
{
IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
shader_addline(arg->buffer, "}\n");
@ -2085,7 +2106,8 @@ static void shader_glsl_end(SHADER_OPCODE_ARG* arg) {
}
}
static void shader_glsl_rep(SHADER_OPCODE_ARG* arg) {
static void shader_glsl_rep(const SHADER_OPCODE_ARG *arg)
{
IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
glsl_src_param_t src0_param;
@ -2096,14 +2118,16 @@ static void shader_glsl_rep(SHADER_OPCODE_ARG* arg) {
shader->baseShader.cur_loop_depth++;
}
static void shader_glsl_if(SHADER_OPCODE_ARG* arg) {
static void shader_glsl_if(const SHADER_OPCODE_ARG *arg)
{
glsl_src_param_t src0_param;
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
shader_addline(arg->buffer, "if (%s) {\n", src0_param.param_str);
}
static void shader_glsl_ifc(SHADER_OPCODE_ARG* arg) {
static void shader_glsl_ifc(const SHADER_OPCODE_ARG *arg)
{
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
@ -2114,16 +2138,19 @@ static void shader_glsl_ifc(SHADER_OPCODE_ARG* arg) {
src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
}
static void shader_glsl_else(SHADER_OPCODE_ARG* arg) {
static void shader_glsl_else(const SHADER_OPCODE_ARG *arg)
{
shader_addline(arg->buffer, "} else {\n");
}
static void shader_glsl_break(SHADER_OPCODE_ARG* arg) {
static void shader_glsl_break(const SHADER_OPCODE_ARG *arg)
{
shader_addline(arg->buffer, "break;\n");
}
/* FIXME: According to MSDN the compare is done per component. */
static void shader_glsl_breakc(SHADER_OPCODE_ARG* arg) {
static void shader_glsl_breakc(const SHADER_OPCODE_ARG *arg)
{
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
@ -2134,19 +2161,22 @@ static void shader_glsl_breakc(SHADER_OPCODE_ARG* arg) {
src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
}
static void shader_glsl_label(SHADER_OPCODE_ARG* arg) {
static void shader_glsl_label(const SHADER_OPCODE_ARG *arg)
{
DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
shader_addline(arg->buffer, "}\n");
shader_addline(arg->buffer, "void subroutine%u () {\n", snum);
}
static void shader_glsl_call(SHADER_OPCODE_ARG* arg) {
static void shader_glsl_call(const SHADER_OPCODE_ARG *arg)
{
DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
shader_addline(arg->buffer, "subroutine%u();\n", snum);
}
static void shader_glsl_callnz(SHADER_OPCODE_ARG* arg) {
static void shader_glsl_callnz(const SHADER_OPCODE_ARG *arg)
{
glsl_src_param_t src1_param;
DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
@ -2157,7 +2187,8 @@ static void shader_glsl_callnz(SHADER_OPCODE_ARG* arg) {
/*********************************************
* Pixel Shader Specific Code begins here
********************************************/
static void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) {
static void pshader_glsl_tex(const SHADER_OPCODE_ARG *arg)
{
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD hex_version = This->baseShader.hex_version;
@ -2256,7 +2287,8 @@ static void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) {
}
}
static void shader_glsl_texldl(SHADER_OPCODE_ARG* arg) {
static void shader_glsl_texldl(const SHADER_OPCODE_ARG *arg)
{
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*)arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
glsl_sample_function_t sample_function;
@ -2291,8 +2323,8 @@ static void shader_glsl_texldl(SHADER_OPCODE_ARG* arg) {
}
}
static void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) {
static void pshader_glsl_texcoord(const SHADER_OPCODE_ARG *arg)
{
/* FIXME: Make this work for more than just 2D textures */
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
@ -2343,7 +2375,8 @@ static void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) {
/** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
* Take a 3-component dot product of the TexCoord[dstreg] and src,
* then perform a 1D texture lookup from stage dstregnum, place into dst. */
static void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg) {
static void pshader_glsl_texdp3tex(const SHADER_OPCODE_ARG *arg)
{
glsl_src_param_t src0_param;
char dst_mask[6];
glsl_sample_function_t sample_function;
@ -2385,7 +2418,8 @@ static void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg) {
/** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
* Take a 3-component dot product of the TexCoord[dstreg] and src. */
static void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg) {
static void pshader_glsl_texdp3(const SHADER_OPCODE_ARG *arg)
{
glsl_src_param_t src0_param;
DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
@ -2405,7 +2439,8 @@ static void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg) {
/** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
* Calculate the depth as dst.x / dst.y */
static void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg) {
static void pshader_glsl_texdepth(const SHADER_OPCODE_ARG *arg)
{
glsl_dst_param_t dst_param;
shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
@ -2424,7 +2459,8 @@ static void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg) {
* Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
* depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
*/
static void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg) {
static void pshader_glsl_texm3x2depth(const SHADER_OPCODE_ARG *arg)
{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
glsl_src_param_t src0_param;
@ -2437,7 +2473,8 @@ static void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg) {
/** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
* Calculate the 1st of a 2-row matrix multiplication. */
static void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg) {
static void pshader_glsl_texm3x2pad(const SHADER_OPCODE_ARG *arg)
{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
@ -2449,8 +2486,8 @@ static void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg) {
/** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
* Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
static void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg) {
static void pshader_glsl_texm3x3pad(const SHADER_OPCODE_ARG* arg)
{
IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
@ -2463,7 +2500,8 @@ static void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg) {
current_state->texcoord_w[current_state->current_row++] = reg;
}
static void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) {
static void pshader_glsl_texm3x2tex(const SHADER_OPCODE_ARG *arg)
{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
@ -2482,7 +2520,8 @@ static void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) {
/** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
* Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
static void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) {
static void pshader_glsl_texm3x3tex(const SHADER_OPCODE_ARG *arg)
{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
glsl_src_param_t src0_param;
char dst_mask[6];
@ -2508,7 +2547,8 @@ static void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) {
/** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
* Perform the 3rd row of a 3x3 matrix multiply */
static void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg) {
static void pshader_glsl_texm3x3(const SHADER_OPCODE_ARG *arg)
{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
glsl_src_param_t src0_param;
char dst_mask[6];
@ -2527,8 +2567,8 @@ static void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg) {
/** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
* Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
static void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) {
static void pshader_glsl_texm3x3spec(const SHADER_OPCODE_ARG *arg)
{
IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
glsl_src_param_t src0_param;
@ -2561,8 +2601,8 @@ static void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) {
/** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
* Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
static void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
static void pshader_glsl_texm3x3vspec(const SHADER_OPCODE_ARG *arg)
{
IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
@ -2598,7 +2638,8 @@ static void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
* Apply a fake bump map transform.
* texbem is pshader <= 1.3 only, this saves a few version checks
*/
static void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) {
static void pshader_glsl_texbem(const SHADER_OPCODE_ARG *arg)
{
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
char dst_swizzle[6];
@ -2653,7 +2694,8 @@ static void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) {
}
}
static void pshader_glsl_bem(SHADER_OPCODE_ARG* arg) {
static void pshader_glsl_bem(const SHADER_OPCODE_ARG *arg)
{
glsl_src_param_t src0_param, src1_param;
DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
@ -2667,8 +2709,8 @@ static void pshader_glsl_bem(SHADER_OPCODE_ARG* arg) {
/** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
* Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
static void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg) {
static void pshader_glsl_texreg2ar(const SHADER_OPCODE_ARG *arg)
{
glsl_src_param_t src0_param;
DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
char dst_mask[6];
@ -2682,7 +2724,8 @@ static void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg) {
/** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
* Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
static void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg) {
static void pshader_glsl_texreg2gb(const SHADER_OPCODE_ARG *arg)
{
glsl_src_param_t src0_param;
DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
char dst_mask[6];
@ -2696,7 +2739,8 @@ static void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg) {
/** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
* Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
static void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg) {
static void pshader_glsl_texreg2rgb(const SHADER_OPCODE_ARG *arg)
{
glsl_src_param_t src0_param;
char dst_mask[6];
DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
@ -2714,7 +2758,8 @@ static void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg) {
/** Process the WINED3DSIO_TEXKILL instruction in GLSL.
* If any of the first 3 components are < 0, discard this pixel */
static void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg) {
static void pshader_glsl_texkill(const SHADER_OPCODE_ARG *arg)
{
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
DWORD hex_version = This->baseShader.hex_version;
glsl_dst_param_t dst_param;
@ -2735,7 +2780,8 @@ static void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg) {
/** Process the WINED3DSIO_DP2ADD instruction in GLSL.
* dst = dot2(src0, src1) + src2 */
static void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg) {
static void pshader_glsl_dp2add(const SHADER_OPCODE_ARG *arg)
{
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
glsl_src_param_t src2_param;

View File

@ -310,7 +310,7 @@ enum WINED3D_SHADER_INSTRUCTION_HANDLER
WINED3DSIH_TABLE_SIZE
};
typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
typedef void (*SHADER_HANDLER)(const struct SHADER_OPCODE_ARG *);
struct shader_caps {
DWORD VertexShaderVersion;