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wined3d: Pass a wined3d_state structure to find_arb_ps_compile_args().
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@ -4390,13 +4390,12 @@ static struct arb_vs_compiled_shader *find_arb_vshader(IWineD3DVertexShaderImpl
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return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
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}
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static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
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struct arb_ps_compile_args *args)
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static void find_arb_ps_compile_args(const struct wined3d_state *state,
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IWineD3DPixelShaderImpl *shader, struct arb_ps_compile_args *args)
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{
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int i;
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WORD int_skip;
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const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
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const struct wined3d_state *state = &stateblock->state;
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find_ps_compile_args(state, shader, &args->super);
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@ -4538,7 +4537,7 @@ static void shader_arb_select(const struct wined3d_context *context, BOOL usePS,
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struct arb_ps_compiled_shader *compiled;
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TRACE("Using pixel shader %p.\n", ps);
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find_arb_ps_compile_args(ps, This->stateBlock, &compile_args);
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find_arb_ps_compile_args(state, ps, &compile_args);
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compiled = find_arb_pshader(ps, &compile_args);
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priv->current_fprogram_id = compiled->prgId;
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priv->compiled_fprog = compiled;
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