Module: wine Branch: master Commit: 323a95418ed044a443946fec243278bb907111da URL: http://source.winehq.org/git/wine.git/?a=commit;h=323a95418ed044a443946fec24...
Author: Henri Verbeet hverbeet@codeweavers.com Date: Tue Nov 8 20:48:58 2011 +0100
wined3d: Get rid of the WINED3DSAMPLER_TEXTURE_TYPE typedef.
---
dlls/wined3d/device.c | 10 +++++----- dlls/wined3d/glsl_shader.c | 4 ++-- dlls/wined3d/shader.c | 2 +- dlls/wined3d/wined3d_private.h | 8 ++++---- 4 files changed, 12 insertions(+), 12 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index b271f5b..db57c72 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -2898,7 +2898,7 @@ static void device_map_fixed_function_samplers(struct wined3d_device *device, co
static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) { - const WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = + const enum wined3d_sampler_texture_type *sampler_type = device->stateBlock->state.pixel_shader->reg_maps.sampler_type; unsigned int i;
@@ -2915,8 +2915,8 @@ static void device_map_psamplers(struct wined3d_device *device, const struct win }
static BOOL device_unit_free_for_vs(const struct wined3d_device *device, - const WINED3DSAMPLER_TEXTURE_TYPE *pshader_sampler_tokens, - const WINED3DSAMPLER_TEXTURE_TYPE *vshader_sampler_tokens, DWORD unit) + const enum wined3d_sampler_texture_type *pshader_sampler_tokens, + const enum wined3d_sampler_texture_type *vshader_sampler_tokens, DWORD unit) { DWORD current_mapping = device->rev_tex_unit_map[unit];
@@ -2941,9 +2941,9 @@ static BOOL device_unit_free_for_vs(const struct wined3d_device *device,
static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info) { - const WINED3DSAMPLER_TEXTURE_TYPE *vshader_sampler_type = + const enum wined3d_sampler_texture_type *vshader_sampler_type = device->stateBlock->state.vertex_shader->reg_maps.sampler_type; - const WINED3DSAMPLER_TEXTURE_TYPE *pshader_sampler_type = NULL; + const enum wined3d_sampler_texture_type *pshader_sampler_type = NULL; int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1; int i;
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 32ac385..6ccb94a 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -1652,7 +1652,7 @@ static inline const char *shader_get_comp_op(DWORD op) static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx, DWORD sampler_idx, DWORD flags, struct glsl_sample_function *sample_function) { - WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ctx->reg_maps->sampler_type[sampler_idx]; + enum wined3d_sampler_texture_type sampler_type = ctx->reg_maps->sampler_type[sampler_idx]; const struct wined3d_gl_info *gl_info = ctx->gl_info; BOOL shadow = shader_is_pshader_version(ctx->reg_maps->shader_version.type) && (((const struct shader_glsl_ctx_priv *)ctx->backend_data)->cur_ps_args->shadow & (1 << sampler_idx)); @@ -3036,7 +3036,7 @@ static void shader_glsl_tex(const struct wined3d_shader_instruction *ins) const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; DWORD flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT) & WINED3D_PSARGS_TEXTRANSFORM_MASK; - WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx]; + enum wined3d_sampler_texture_type sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
/* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */ if (flags & WINED3D_PSARGS_PROJECTED && sampler_type != WINED3DSTT_CUBE) { diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c index 334a2fd..b708e48 100644 --- a/dlls/wined3d/shader.c +++ b/dlls/wined3d/shader.c @@ -2157,7 +2157,7 @@ static HRESULT pixelshader_init(struct wined3d_shader *shader, struct wined3d_de
void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps, struct wined3d_texture * const *textures) { - WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type; + enum wined3d_sampler_texture_type *sampler_type = reg_maps->sampler_type; unsigned int i;
if (reg_maps->shader_version.major != 1) return; diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index ef09e26..07b94f8 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -277,14 +277,14 @@ struct wined3d_settings
extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
-typedef enum _WINED3DSAMPLER_TEXTURE_TYPE +enum wined3d_sampler_texture_type { WINED3DSTT_UNKNOWN = 0, WINED3DSTT_1D = 1, WINED3DSTT_2D = 2, WINED3DSTT_CUBE = 3, WINED3DSTT_VOLUME = 4, -} WINED3DSAMPLER_TEXTURE_TYPE; +};
typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE { @@ -544,7 +544,7 @@ struct wined3d_shader_reg_maps WORD local_int_consts; /* MAX_CONST_I, 16 */ WORD local_bool_consts; /* MAX_CONST_B, 16 */
- WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)]; + enum wined3d_sampler_texture_type sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)]; BYTE bumpmat; /* MAX_TEXTURES, 8 */ BYTE luminanceparams; /* MAX_TEXTURES, 8 */
@@ -637,7 +637,7 @@ struct wined3d_shader_semantic { WINED3DDECLUSAGE usage; UINT usage_idx; - WINED3DSAMPLER_TEXTURE_TYPE sampler_type; + enum wined3d_sampler_texture_type sampler_type; struct wined3d_shader_dst_param reg; };