diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index 70e5b6cea03..54b477160e7 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -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 diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 188c93c018d..faa21bd76b6 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -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; diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index a790aea5e4e..9d348d8baa4 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -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;