wined3d: Move D3DSP DCL-related structures into WINED3D namespace.
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@ -409,8 +409,8 @@ static void shader_dump_decl_usage(
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} else {
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DWORD usage = decl & D3DSP_DCL_USAGE_MASK;
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DWORD idx = (decl & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT;
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DWORD usage = decl & WINED3DSP_DCL_USAGE_MASK;
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DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
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/* Pixel shaders 3.0 don't have usage semantics */
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char pshader = shader_is_pshader_version(This->baseShader.hex_version);
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@ -1809,8 +1809,8 @@ void pshader_glsl_input_pack(
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/* Uninitialized */
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if (!usage_token) continue;
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usage = (usage_token & D3DSP_DCL_USAGE_MASK) >> D3DSP_DCL_USAGE_SHIFT;
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usage_idx = (usage_token & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT;
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usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
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usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
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shader_glsl_get_output_register_swizzle(register_token, reg_mask);
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switch(usage) {
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@ -1864,8 +1864,8 @@ void vshader_glsl_output_unpack(
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/* Uninitialized */
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if (!usage_token) continue;
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usage = (usage_token & D3DSP_DCL_USAGE_MASK) >> D3DSP_DCL_USAGE_SHIFT;
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usage_idx = (usage_token & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT;
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usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
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usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
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shader_glsl_get_output_register_swizzle(register_token, reg_mask);
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switch(usage) {
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@ -623,7 +623,7 @@ static void vshader_set_input(
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/* Fake usage: set reserved bit, usage, usage_idx */
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DWORD usage_token = (0x1 << 31) |
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(usage << D3DSP_DCL_USAGE_SHIFT) | (usage_idx << D3DSP_DCL_USAGEINDEX_SHIFT);
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(usage << WINED3DSP_DCL_USAGE_SHIFT) | (usage_idx << WINED3DSP_DCL_USAGEINDEX_SHIFT);
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/* Fake register; set reserved bit, regnum, type: input, wmask: all */
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DWORD reg_token = (0x1 << 31) |
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@ -643,8 +643,8 @@ BOOL vshader_get_input(
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for (i = 0; i < MAX_ATTRIBS; i++) {
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DWORD usage_token = This->semantics_in[i].usage;
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DWORD usage = (usage_token & D3DSP_DCL_USAGE_MASK) >> D3DSP_DCL_USAGE_SHIFT;
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DWORD usage_idx = (usage_token & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT;
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DWORD usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
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DWORD usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
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if (usage_token && (usage == usage_req && usage_idx == usage_idx_req)) {
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*regnum = i;
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@ -662,8 +662,8 @@ BOOL vshader_input_is_color(
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IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
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DWORD usage_token = This->semantics_in[regnum].usage;
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DWORD usage = (usage_token & D3DSP_DCL_USAGE_MASK) >> D3DSP_DCL_USAGE_SHIFT;
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DWORD usage_idx = (usage_token & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT;
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DWORD usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
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DWORD usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
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IWineD3DVertexDeclarationImpl *vertexDeclaration = NULL;
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if (This->vertexDeclaration) {
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@ -23,6 +23,26 @@
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#ifndef __WINE_WINED3D_TYPES_INTERNAL_H
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#define __WINE_WINED3D_TYPES_INTERNAL_H
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/** DCL usage masks **/
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#define WINED3DSP_DCL_USAGE_SHIFT 0
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#define WINED3DSP_DCL_USAGE_MASK 0x0000000f
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#define WINED3DSP_DCL_USAGEINDEX_SHIFT 16
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#define WINED3DSP_DCL_USAGEINDEX_MASK 0x000f0000
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/** DCL sampler texture type **/
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#define WINED3DSP_TEXTURETYPE_SHIFT 27
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#define WINED3DSP_TEXTURETYPE_MASK 0x78000000
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typedef enum _WINED3DSAMPLER_TEXTURE_TYPE {
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WINED3DSTT_UNKNOWN = 0 << WINED3DSP_TEXTURETYPE_SHIFT,
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WINED3DSTT_1D = 1 << WINED3DSP_TEXTURETYPE_SHIFT,
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WINED3DSTT_2D = 2 << WINED3DSP_TEXTURETYPE_SHIFT,
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WINED3DSTT_CUBE = 3 << WINED3DSP_TEXTURETYPE_SHIFT,
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WINED3DSTT_VOLUME = 4 << WINED3DSP_TEXTURETYPE_SHIFT,
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WINED3DSTT_FORCE_DWORD = 0x7FFFFFFF
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} WINED3DSAMPLER_TEXTURE_TYPE;
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/** register types for PS and VS */
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typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE {
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WINED3DSPR_TEMP = 0,
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@ -1028,19 +1028,6 @@ typedef enum _WINED3DDECLUSAGE {
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WINED3DSHADERDECLUSAGE_MAX_USAGE
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} WINED3DSHADERDECLUSAGE;
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#define WINED3DSP_TEXTURETYPE_SHIFT 27
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#define WINED3DSP_TEXTURETYPE_MASK 0x78000000
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typedef enum _WINED3DSAMPLER_TEXTURE_TYPE {
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WINED3DSTT_UNKNOWN = 0 << WINED3DSP_TEXTURETYPE_SHIFT,
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WINED3DSTT_1D = 1 << WINED3DSP_TEXTURETYPE_SHIFT,
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WINED3DSTT_2D = 2 << WINED3DSP_TEXTURETYPE_SHIFT,
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WINED3DSTT_CUBE = 3 << WINED3DSP_TEXTURETYPE_SHIFT,
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WINED3DSTT_VOLUME = 4 << WINED3DSP_TEXTURETYPE_SHIFT,
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WINED3DSTT_FORCE_DWORD = 0x7FFFFFFF
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} WINED3DSAMPLER_TEXTURE_TYPE;
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#define WINED3DUSAGE_RENDERTARGET 0x00000001L
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#define WINED3DUSAGE_DEPTHSTENCIL 0x00000002L
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#define WINED3DUSAGE_WRITEONLY 0x00000008L
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