wined3d: Get rid of the "token" field from struct wined3d_shader_dst_param.

This commit is contained in:
Henri Verbeet 2009-04-13 09:27:43 +02:00 committed by Alexandre Julliard
parent 18cdcc0b7e
commit d3fc7dca99
5 changed files with 0 additions and 13 deletions

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@ -1634,7 +1634,6 @@ static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
tmp_dst = ins->dst[0];
for (i = 0; i < nComponents; i++) {
tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
tmp_dst.token = (tmp_dst.token & ~WINED3DSP_WRITEMASK_ALL) | tmp_dst.write_mask;
tmp_ins.src[1] = ins->src[1]+i;
shader_hw_map2gl(&tmp_ins);
}

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@ -221,7 +221,6 @@ static void shader_parse_dst_param(DWORD param, DWORD addr_param, struct wined3d
dst->modifiers = param & WINED3DSP_DSTMOD_MASK;
dst->shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
dst->has_rel_addr = param & WINED3DSHADER_ADDRMODE_RELATIVE;
dst->token = param;
dst->addr_token = addr_param;
}

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@ -1505,7 +1505,6 @@ static void shader_glsl_color_correction(const struct wined3d_shader_instruction
dst = ins->dst[0];
dst.write_mask = mask;
dst.token = (dst.token & ~WINED3DSP_WRITEMASK_ALL) | dst.write_mask;
shader_glsl_add_dst_param(ins, &dst, &dst_param);
arguments[0] = '\0';
@ -1976,9 +1975,7 @@ static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
cmp_channel = WINED3DSP_WRITEMASK_0 << j;
}
}
dst.write_mask = dst_mask & write_mask;
dst.token = (dst.token & ~WINED3DSP_WRITEMASK_ALL) | dst.write_mask;
/* Splitting the cmp instruction up in multiple lines imposes a problem:
* The first lines may overwrite source parameters of the following lines.
@ -2059,7 +2056,6 @@ static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
}
dst.write_mask = dst_mask & write_mask;
dst.token = (dst.token & ~WINED3DSP_WRITEMASK_ALL) | dst.write_mask;
write_mask = shader_glsl_append_dst_ext(ins->buffer, ins, &dst);
if (!write_mask) continue;
@ -2140,7 +2136,6 @@ static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
for (i = 0; i < nComponents; ++i)
{
tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
tmp_dst.token = (tmp_dst.token & ~WINED3DSP_WRITEMASK_ALL) | tmp_dst.write_mask;
tmp_ins.src[1] = ins->src[1] + i;
shader_glsl_dot(&tmp_ins);
}

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@ -174,10 +174,6 @@ static void vshader_set_input(
unsigned int regnum,
BYTE usage, BYTE usage_idx) {
/* Fake register; set reserved bit, regnum, type: input, wmask: all */
DWORD reg_token = (0x1 << 31) |
WINED3DSP_WRITEMASK_ALL | (WINED3DSPR_INPUT << WINED3DSP_REGTYPE_SHIFT) | regnum;
This->semantics_in[regnum].usage = usage;
This->semantics_in[regnum].usage_idx = usage_idx;
This->semantics_in[regnum].reg.register_type = WINED3DSPR_INPUT;
@ -186,7 +182,6 @@ static void vshader_set_input(
This->semantics_in[regnum].reg.modifiers = 0;
This->semantics_in[regnum].reg.shift = 0;
This->semantics_in[regnum].reg.has_rel_addr = FALSE;
This->semantics_in[regnum].reg.token = reg_token;
This->semantics_in[regnum].reg.addr_token = 0;
}

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@ -452,7 +452,6 @@ struct wined3d_shader_dst_param
DWORD modifiers;
DWORD shift;
BOOL has_rel_addr;
DWORD token;
DWORD addr_token;
};