wined3d: Prototype the GLSL functions for use with pixel and vertex shaders.
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@ -1317,6 +1317,25 @@ extern const SHADER_OPCODE* shader_get_opcode(
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/* ARB shader program Prototypes */
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extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
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/** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
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extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
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extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
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extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
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extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
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extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
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extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
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extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
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extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
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extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
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extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
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extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
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extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
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/** GLSL Pixel Shader Prototypes */
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extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
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extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
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extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
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extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
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/*****************************************************************************
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* IDirect3DBaseShader implementation structure
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*/
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