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wined3d: Rename "shader_backend_t" to "wined3d_shader_backend_ops".
This makes it more consistent with the other call table names in wined3d.
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a4b032fd31
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@ -5465,7 +5465,8 @@ static void shader_arb_handle_instruction(const struct wined3d_shader_instructio
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shader_arb_add_instruction_modifiers(ins);
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}
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const shader_backend_t arb_program_shader_backend = {
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const struct wined3d_shader_backend_ops arb_program_shader_backend =
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{
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shader_arb_handle_instruction,
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shader_arb_select,
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shader_arb_select_depth_blt,
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@ -2071,7 +2071,7 @@ static const struct fragment_pipeline *select_fragment_implementation(struct win
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else return &ffp_fragment_pipeline;
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}
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static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
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static const struct wined3d_shader_backend_ops *select_shader_backend(struct wined3d_adapter *adapter)
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{
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int vs_selected_mode, ps_selected_mode;
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@ -5119,7 +5119,8 @@ static void shader_glsl_handle_instruction(const struct wined3d_shader_instructi
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shader_glsl_add_instruction_modifiers(ins);
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}
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const shader_backend_t glsl_shader_backend = {
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const struct wined3d_shader_backend_ops glsl_shader_backend =
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{
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shader_glsl_handle_instruction,
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shader_glsl_select,
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shader_glsl_select_depth_blt,
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@ -1528,7 +1528,8 @@ static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
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return FALSE;
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}
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const shader_backend_t none_shader_backend = {
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const struct wined3d_shader_backend_ops none_shader_backend =
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{
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shader_none_handle_instruction,
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shader_none_select,
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shader_none_select_depth_blt,
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@ -742,7 +742,8 @@ struct vs_compile_args {
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struct wined3d_context;
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struct wined3d_state;
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typedef struct {
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struct wined3d_shader_backend_ops
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{
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void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
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void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
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void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
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@ -759,11 +760,11 @@ typedef struct {
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BOOL (*shader_dirtifyable_constants)(void);
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void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
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BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
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} shader_backend_t;
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};
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extern const shader_backend_t glsl_shader_backend DECLSPEC_HIDDEN;
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extern const shader_backend_t arb_program_shader_backend DECLSPEC_HIDDEN;
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extern const shader_backend_t none_shader_backend DECLSPEC_HIDDEN;
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extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
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extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
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extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
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/* X11 locking */
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@ -1532,7 +1533,7 @@ struct wined3d_adapter
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LUID luid;
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const struct fragment_pipeline *fragment_pipe;
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const shader_backend_t *shader_backend;
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const struct wined3d_shader_backend_ops *shader_backend;
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const struct blit_shader *blitter;
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};
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@ -1659,7 +1660,7 @@ struct IWineD3DDeviceImpl
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/* Selected capabilities */
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int vs_selected_mode;
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int ps_selected_mode;
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const shader_backend_t *shader_backend;
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const struct wined3d_shader_backend_ops *shader_backend;
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void *shader_priv;
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void *fragment_priv;
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void *blit_priv;
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