diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 0531596acad..bc9b4f5f6ca 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -2645,7 +2645,7 @@ static void shader_glsl_ret(const struct wined3d_shader_instruction *ins) /********************************************* * Pixel Shader Specific Code begins here ********************************************/ -static void pshader_glsl_tex(const struct wined3d_shader_instruction *ins) +static void shader_glsl_tex(const struct wined3d_shader_instruction *ins) { IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; @@ -2748,7 +2748,7 @@ static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins) if(!GL_SUPPORT(ARB_SHADER_TEXTURE_LOD)) { FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n"); - return pshader_glsl_tex(ins); + return shader_glsl_tex(ins); } sampler_idx = ins->src[1].reg.idx; @@ -2799,7 +2799,7 @@ static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins) "%s", coord_param.param_str); } -static void pshader_glsl_texcoord(const struct wined3d_shader_instruction *ins) +static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins) { /* FIXME: Make this work for more than just 2D textures */ struct wined3d_shader_buffer *buffer = ins->ctx->buffer; @@ -2848,7 +2848,7 @@ static void pshader_glsl_texcoord(const struct wined3d_shader_instruction *ins) /** 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(const struct wined3d_shader_instruction *ins) +static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins) { glsl_src_param_t src0_param; glsl_sample_function_t sample_function; @@ -2892,7 +2892,7 @@ static void pshader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins) /** Process the WINED3DSIO_TEXDP3 instruction in GLSL: * Take a 3-component dot product of the TexCoord[dstreg] and src. */ -static void pshader_glsl_texdp3(const struct wined3d_shader_instruction *ins) +static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins) { glsl_src_param_t src0_param; DWORD dstreg = ins->dst[0].reg.idx; @@ -2913,7 +2913,7 @@ static void pshader_glsl_texdp3(const struct wined3d_shader_instruction *ins) /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL: * Calculate the depth as dst.x / dst.y */ -static void pshader_glsl_texdepth(const struct wined3d_shader_instruction *ins) +static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins) { glsl_dst_param_t dst_param; @@ -2934,7 +2934,7 @@ static void pshader_glsl_texdepth(const struct wined3d_shader_instruction *ins) * 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(const struct wined3d_shader_instruction *ins) +static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; DWORD dstreg = ins->dst[0].reg.idx; @@ -2948,7 +2948,7 @@ static void pshader_glsl_texm3x2depth(const struct wined3d_shader_instruction *i /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL * Calculate the 1st of a 2-row matrix multiplication. */ -static void pshader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins) +static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; DWORD reg = ins->dst[0].reg.idx; @@ -2961,7 +2961,7 @@ static void pshader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */ -static void pshader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins) +static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins) { IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader; DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; @@ -2975,7 +2975,7 @@ static void pshader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins current_state->texcoord_w[current_state->current_row++] = reg; } -static void pshader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins) +static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; DWORD reg = ins->dst[0].reg.idx; @@ -2995,7 +2995,7 @@ static void pshader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins /** 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(const struct wined3d_shader_instruction *ins) +static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; glsl_src_param_t src0_param; @@ -3019,7 +3019,7 @@ static void pshader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL * Perform the 3rd row of a 3x3 matrix multiply */ -static void pshader_glsl_texm3x3(const struct wined3d_shader_instruction *ins) +static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; glsl_src_param_t src0_param; @@ -3039,7 +3039,7 @@ static void pshader_glsl_texm3x3(const struct wined3d_shader_instruction *ins) /** 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(const struct wined3d_shader_instruction *ins) +static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins) { IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader; DWORD reg = ins->dst[0].reg.idx; @@ -3070,7 +3070,7 @@ static void pshader_glsl_texm3x3spec(const struct wined3d_shader_instruction *in /** 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(const struct wined3d_shader_instruction *ins) +static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins) { IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader; DWORD reg = ins->dst[0].reg.idx; @@ -3104,7 +3104,7 @@ static void pshader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *i * Apply a fake bump map transform. * texbem is pshader <= 1.3 only, this saves a few version checks */ -static void pshader_glsl_texbem(const struct wined3d_shader_instruction *ins) +static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins) { IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; @@ -3163,7 +3163,7 @@ static void pshader_glsl_texbem(const struct wined3d_shader_instruction *ins) } } -static void pshader_glsl_bem(const struct wined3d_shader_instruction *ins) +static void shader_glsl_bem(const struct wined3d_shader_instruction *ins) { glsl_src_param_t src0_param, src1_param; DWORD sampler_idx = ins->dst[0].reg.idx; @@ -3178,7 +3178,7 @@ static void pshader_glsl_bem(const struct wined3d_shader_instruction *ins) /** 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(const struct wined3d_shader_instruction *ins) +static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins) { glsl_src_param_t src0_param; DWORD sampler_idx = ins->dst[0].reg.idx; @@ -3194,7 +3194,7 @@ static void pshader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins) /** 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(const struct wined3d_shader_instruction *ins) +static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins) { glsl_src_param_t src0_param; DWORD sampler_idx = ins->dst[0].reg.idx; @@ -3210,7 +3210,7 @@ static void pshader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins) /** 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(const struct wined3d_shader_instruction *ins) +static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins) { glsl_src_param_t src0_param; DWORD sampler_idx = ins->dst[0].reg.idx; @@ -3227,7 +3227,7 @@ static void pshader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins /** Process the WINED3DSIO_TEXKILL instruction in GLSL. * If any of the first 3 components are < 0, discard this pixel */ -static void pshader_glsl_texkill(const struct wined3d_shader_instruction *ins) +static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins) { glsl_dst_param_t dst_param; @@ -3248,7 +3248,7 @@ static void pshader_glsl_texkill(const struct wined3d_shader_instruction *ins) /** Process the WINED3DSIO_DP2ADD instruction in GLSL. * dst = dot2(src0, src1) + src2 */ -static void pshader_glsl_dp2add(const struct wined3d_shader_instruction *ins) +static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins) { glsl_src_param_t src0_param; glsl_src_param_t src1_param; @@ -3272,7 +3272,7 @@ static void pshader_glsl_dp2add(const struct wined3d_shader_instruction *ins) } } -static void pshader_glsl_input_pack(IWineD3DPixelShader *iface, struct wined3d_shader_buffer *buffer, +static void shader_glsl_input_pack(IWineD3DPixelShader *iface, struct wined3d_shader_buffer *buffer, const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps, enum vertexprocessing_mode vertexprocessing) { @@ -3737,7 +3737,7 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context /* Pack 3.0 inputs */ if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader) { - pshader_glsl_input_pack((IWineD3DPixelShader *) This, buffer, This->input_signature, reg_maps, args->vp_mode); + shader_glsl_input_pack((IWineD3DPixelShader *) This, buffer, This->input_signature, reg_maps, args->vp_mode); } /* Base Shader Body */ @@ -4652,7 +4652,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB { /* WINED3DSIH_ABS */ shader_glsl_map2gl, /* WINED3DSIH_ADD */ shader_glsl_arith, - /* WINED3DSIH_BEM */ pshader_glsl_bem, + /* WINED3DSIH_BEM */ shader_glsl_bem, /* WINED3DSIH_BREAK */ shader_glsl_break, /* WINED3DSIH_BREAKC */ shader_glsl_breakc, /* WINED3DSIH_BREAKP */ NULL, @@ -4665,7 +4665,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB /* WINED3DSIH_DEF */ NULL, /* WINED3DSIH_DEFB */ NULL, /* WINED3DSIH_DEFI */ NULL, - /* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add, + /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add, /* WINED3DSIH_DP3 */ shader_glsl_dot, /* WINED3DSIH_DP4 */ shader_glsl_dot, /* WINED3DSIH_DST */ shader_glsl_dst, @@ -4711,28 +4711,28 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB /* WINED3DSIH_SINCOS */ shader_glsl_sincos, /* WINED3DSIH_SLT */ shader_glsl_compare, /* WINED3DSIH_SUB */ shader_glsl_arith, - /* WINED3DSIH_TEX */ pshader_glsl_tex, - /* WINED3DSIH_TEXBEM */ pshader_glsl_texbem, - /* WINED3DSIH_TEXBEML */ pshader_glsl_texbem, - /* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord, - /* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth, - /* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3, - /* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex, - /* WINED3DSIH_TEXKILL */ pshader_glsl_texkill, + /* WINED3DSIH_TEX */ shader_glsl_tex, + /* WINED3DSIH_TEXBEM */ shader_glsl_texbem, + /* WINED3DSIH_TEXBEML */ shader_glsl_texbem, + /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord, + /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth, + /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3, + /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex, + /* WINED3DSIH_TEXKILL */ shader_glsl_texkill, /* WINED3DSIH_TEXLDD */ shader_glsl_texldd, /* WINED3DSIH_TEXLDL */ shader_glsl_texldl, - /* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth, - /* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad, - /* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex, - /* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3, + /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth, + /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad, + /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex, + /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3, /* WINED3DSIH_TEXM3x3DIFF */ NULL, - /* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad, - /* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec, - /* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex, - /* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec, - /* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar, - /* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb, - /* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb, + /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad, + /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec, + /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex, + /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec, + /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar, + /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb, + /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb, }; static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {