wined3d: Pass a pointer to struct wined3d_shader_dst_param to shader_glsl_add_dst_param().

This commit is contained in:
Henri Verbeet 2009-04-06 10:10:06 +02:00 committed by Alexandre Julliard
parent 72aff27e0e
commit decc1cec9d
1 changed files with 10 additions and 10 deletions

View File

@ -1253,15 +1253,15 @@ static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *i
* Also, return the actual register name and swizzle in case the
* caller needs this information as well. */
static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
const DWORD param, const DWORD addr_token, glsl_dst_param_t *dst_param)
const struct wined3d_shader_dst_param *wined3d_dst, glsl_dst_param_t *glsl_dst)
{
BOOL is_color = FALSE;
dst_param->mask_str[0] = '\0';
dst_param->reg_name[0] = '\0';
glsl_dst->mask_str[0] = '\0';
glsl_dst->reg_name[0] = '\0';
shader_glsl_get_register_name(param, addr_token, dst_param->reg_name, &is_color, ins);
return shader_glsl_get_write_mask(param, dst_param->mask_str);
shader_glsl_get_register_name(wined3d_dst->token, wined3d_dst->addr_token, glsl_dst->reg_name, &is_color, ins);
return shader_glsl_get_write_mask(wined3d_dst->token, glsl_dst->mask_str);
}
/* Append the destination part of the instruction to the buffer, return the effective write mask */
@ -1272,7 +1272,7 @@ static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer,
DWORD mask;
int shift;
mask = shader_glsl_add_dst_param(ins, dst->token, dst->addr_token, &glsl_dst);
mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
if (mask)
{
shift = (dst->token & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
@ -1299,7 +1299,7 @@ void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instructi
mask = ins->dst[0].token & WINED3DSP_DSTMOD_MASK;
if (!mask) return;
shader_glsl_add_dst_param(ins, ins->dst[0].token, 0, &dst_param);
shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
if (mask & WINED3DSPDM_SATURATE)
{
@ -2624,7 +2624,7 @@ static void pshader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
{
glsl_dst_param_t dst_param;
shader_glsl_add_dst_param(ins, ins->dst[0].token, 0, &dst_param);
shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
/* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
* Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
@ -2863,7 +2863,7 @@ static void pshader_glsl_texbem(const struct wined3d_shader_instruction *ins)
glsl_dst_param_t dst_param;
shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_2, &luminance_param);
shader_glsl_add_dst_param(ins, ins->dst[0].token, ins->dst[0].addr_token, &dst_param);
shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
shader_addline(ins->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
dst_param.reg_name, dst_param.mask_str,
@ -2942,7 +2942,7 @@ static void pshader_glsl_texkill(const struct wined3d_shader_instruction *ins)
glsl_dst_param_t dst_param;
/* The argument is a destination parameter, and no writemasks are allowed */
shader_glsl_add_dst_param(ins, ins->dst[0].token, 0, &dst_param);
shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
if ((ins->reg_maps->shader_version >= WINED3DPS_VERSION(2,0)))
{
/* 2.0 shaders compare all 4 components in texkill */