Module: wine Branch: master Commit: 0c2514bd8fbf59641972755be0f9582d42c59f70 URL: http://source.winehq.org/git/wine.git/?a=commit;h=0c2514bd8fbf59641972755be0...
Author: Tobias Jakobi liquid.acid@gmx.net Date: Thu Apr 9 19:14:03 2009 +0200
wined3d: Rename some NP2 fixup variables and update comments.
---
dlls/wined3d/arb_program_shader.c | 2 +- dlls/wined3d/glsl_shader.c | 42 ++++++++++++++++++------------------ dlls/wined3d/pixelshader.c | 4 +- dlls/wined3d/wined3d_private.h | 4 +- 4 files changed, 26 insertions(+), 26 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index 7e2b234..abc30bf 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -672,7 +672,7 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD } if(shader_is_pshader_version(ins->reg_maps->shader_version)) { const IWineD3DPixelShaderImpl* const ps = (const IWineD3DPixelShaderImpl*)This; - if(ps->cur_args->texrect_fixup & (1 << sampler_idx)) { + if(ps->cur_args->np2_fixup & (1 << sampler_idx)) { FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n"); } } diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 5fa9915..44e5e80 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -100,7 +100,7 @@ struct glsl_shader_prog_link { GLint vuniformI_locations[MAX_CONST_I]; GLint puniformI_locations[MAX_CONST_I]; GLint posFixup_location; - GLint rectFixup_location[MAX_FRAGMENT_SAMPLERS]; + GLint np2Fixup_location[MAX_FRAGMENT_SAMPLERS]; GLint bumpenvmat_location[MAX_TEXTURES]; GLint luminancescale_location[MAX_TEXTURES]; GLint luminanceoffset_location[MAX_TEXTURES]; @@ -503,21 +503,21 @@ static void shader_glsl_load_np2fixup_constants( return; }
- if (prog->ps_args.texrect_fixup) { + if (prog->ps_args.np2_fixup) { UINT i; - UINT fixup = prog->ps_args.texrect_fixup; + UINT fixup = prog->ps_args.np2_fixup; const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info; const IWineD3DStateBlockImpl* stateBlock = (const IWineD3DStateBlockImpl*) deviceImpl->stateBlock;
for (i = 0; fixup; fixup >>= 1, ++i) { - if (-1 != prog->rectFixup_location[i]) { + if (-1 != prog->np2Fixup_location[i]) { const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i]; if (!tex) { FIXME("Non-existant texture is flagged for NP2 texcoord fixup\n"); continue; } else { const float tex_dim[2] = {tex->baseTexture.pow2Matrix[0], tex->baseTexture.pow2Matrix[5]}; - GL_EXTCALL(glUniform2fvARB(prog->rectFixup_location[i], 1, tex_dim)); + GL_EXTCALL(glUniform2fvARB(prog->np2Fixup_location[i], 1, tex_dim)); } } } @@ -825,12 +825,12 @@ static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const s shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i); }
- if(ps_args->texrect_fixup & (1 << i)) { - /* RECT textures in OpenGL use texcoords in the range [0,width]x[0,height] + if(ps_args->np2_fixup & (1 << i)) { + /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height] * while D3D has them in the (normalized) [0,1]x[0,1] range. - * samplerRectFixup stores texture dimensions and is updated through - * shader_glsl_load_constants when the sampler changes. */ - shader_addline(buffer, "uniform vec2 %csamplerRectFixup%u;\n", prefix, i); + * samplerNP2Fixup stores texture dimensions and is updated through + * shader_glsl_load_np2fixup_constants when the sampler changes. */ + shader_addline(buffer, "uniform vec2 %csamplerNP2Fixup%u;\n", prefix, i); } break; case WINED3DSTT_CUBE: @@ -1549,7 +1549,7 @@ static void PRINTF_ATTR(6, 7) shader_glsl_gen_sample_code(const struct wined3d_s const char *sampler_base; char dst_swizzle[6]; struct color_fixup_desc fixup; - BOOL rect_fixup = FALSE; + BOOL np2_fixup = FALSE; va_list args;
shader_glsl_get_swizzle(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle); @@ -1560,11 +1560,11 @@ static void PRINTF_ATTR(6, 7) shader_glsl_gen_sample_code(const struct wined3d_s fixup = This->cur_args->color_fixup[sampler]; sampler_base = "Psampler";
- if(This->cur_args->texrect_fixup & (1 << sampler)) { + if(This->cur_args->np2_fixup & (1 << sampler)) { if(bias) { - FIXME("Biased sampling from RECT textures is unsupported\n"); + FIXME("Biased sampling from NP2 textures is unsupported\n"); } else { - rect_fixup = TRUE; + np2_fixup = TRUE; } } } else { @@ -1583,8 +1583,8 @@ static void PRINTF_ATTR(6, 7) shader_glsl_gen_sample_code(const struct wined3d_s if(bias) { shader_addline(ins->buffer, ", %s)%s);\n", bias, dst_swizzle); } else { - if (rect_fixup) { - shader_addline(ins->buffer, " * PsamplerRectFixup%u)%s);\n", sampler, dst_swizzle); + if (np2_fixup) { + shader_addline(ins->buffer, " * PsamplerNP2Fixup%u)%s);\n", sampler, dst_swizzle); } else { shader_addline(ins->buffer, ")%s);\n", dst_swizzle); } @@ -3595,14 +3595,14 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use } }
- if (use_ps && ps_compile_args.texrect_fixup) { + if (use_ps && ps_compile_args.np2_fixup) { char name[32]; for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) { - if (ps_compile_args.texrect_fixup & (1 << i)) { - sprintf(name, "PsamplerRectFixup%u", i); - entry->rectFixup_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name)); + if (ps_compile_args.np2_fixup & (1 << i)) { + sprintf(name, "PsamplerNP2Fixup%u", i); + entry->np2Fixup_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name)); } else { - entry->rectFixup_location[i] = -1; + entry->np2Fixup_location[i] = -1; } } } diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c index de609a7..d1701f5 100644 --- a/dlls/wined3d/pixelshader.c +++ b/dlls/wined3d/pixelshader.c @@ -460,7 +460,7 @@ void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImp
memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set */ args->srgb_correction = stateblock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0; - args->texrect_fixup = 0; + args->np2_fixup = 0;
for(i = 0; i < MAX_FRAGMENT_SAMPLERS; i++) { if(shader->baseShader.reg_maps.samplers[i] == 0) continue; @@ -473,7 +473,7 @@ void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImp
/* Flag samplers that need NP2 texcoord fixup. */ if(!tex->baseTexture.pow2Matrix_identity) { - args->texrect_fixup |= (1 << i); + args->np2_fixup |= (1 << i); } } if (shader->baseShader.reg_maps.shader_version >= WINED3DPS_VERSION(3,0)) diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index a5ae466..429e2bd 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -538,8 +538,8 @@ struct ps_compile_args { /* Projected textures(ps 1.0-1.3) */ /* Texture types(2D, Cube, 3D) in ps 1.x */ BOOL srgb_correction; - WORD texrect_fixup; - /* Bitmap for texture rect coord fixups (16 samplers max currently). + WORD np2_fixup; + /* Bitmap for NP2 texcoord fixups (16 samplers max currently). D3D9 has a limit of 16 samplers and the fixup is superfluous in D3D10 (unconditional NP2 support mandatory). */ };