wined3d: Move some frontend specfic code to baseshader.c.
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@ -105,7 +105,23 @@ void shader_init(struct IWineD3DBaseShaderClass *shader,
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list_init(&shader->linked_programs);
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list_init(&shader->linked_programs);
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}
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}
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const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *opcode_table, DWORD shader_version, DWORD code)
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static inline WINED3DSHADER_PARAM_REGISTER_TYPE shader_get_regtype(DWORD param)
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{
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return ((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT)
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| ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2);
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}
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static inline DWORD shader_get_writemask(DWORD param)
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{
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return param & WINED3DSP_WRITEMASK_ALL;
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}
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static inline BOOL shader_is_comment(DWORD token)
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{
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return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
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}
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static const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *opcode_table, DWORD shader_version, DWORD code)
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{
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{
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DWORD i = 0;
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DWORD i = 0;
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@ -2300,8 +2300,6 @@ extern int shader_addline(
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const char* fmt, ...) PRINTF_ATTR(2,3);
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const char* fmt, ...) PRINTF_ATTR(2,3);
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int shader_vaddline(SHADER_BUFFER *buffer, const char *fmt, va_list args);
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int shader_vaddline(SHADER_BUFFER *buffer, const char *fmt, va_list args);
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const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *shader_ins, DWORD shader_version, DWORD code);
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/* Vertex shader utility functions */
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/* Vertex shader utility functions */
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extern BOOL vshader_get_input(
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extern BOOL vshader_get_input(
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IWineD3DVertexShader* iface,
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IWineD3DVertexShader* iface,
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@ -2367,15 +2365,6 @@ void shader_trace_init(const DWORD *byte_code, const SHADER_OPCODE *opcode_table
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extern void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
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extern void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
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const shader_reg_maps *reg_maps, const DWORD *pFunction);
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const shader_reg_maps *reg_maps, const DWORD *pFunction);
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static inline int shader_get_regtype(const DWORD param) {
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return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
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((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
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}
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static inline int shader_get_writemask(const DWORD param) {
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return param & WINED3DSP_WRITEMASK_ALL;
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}
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static inline BOOL shader_is_pshader_version(DWORD token) {
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static inline BOOL shader_is_pshader_version(DWORD token) {
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return 0xFFFF0000 == (token & 0xFFFF0000);
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return 0xFFFF0000 == (token & 0xFFFF0000);
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}
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}
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@ -2384,10 +2373,6 @@ static inline BOOL shader_is_vshader_version(DWORD token) {
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return 0xFFFE0000 == (token & 0xFFFF0000);
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return 0xFFFE0000 == (token & 0xFFFF0000);
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}
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}
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static inline BOOL shader_is_comment(DWORD token) {
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return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
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}
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static inline BOOL shader_is_scalar(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx)
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static inline BOOL shader_is_scalar(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx)
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{
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{
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switch (register_type)
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switch (register_type)
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