mirror of
https://github.com/reactos/wine.git
synced 2024-11-25 04:39:45 +00:00
wined3d: Explicitly pass data and gl_info to shader_select_depth_blt().
This commit is contained in:
parent
363d8a316e
commit
93a824d744
@ -4624,13 +4624,12 @@ static void shader_arb_select(const struct wined3d_context *context, BOOL usePS,
|
||||
}
|
||||
|
||||
/* GL locking is done by the caller */
|
||||
static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type, const SIZE *ds_mask_size)
|
||||
static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
|
||||
enum tex_types tex_type, const SIZE *ds_mask_size)
|
||||
{
|
||||
const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
|
||||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
||||
BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
|
||||
struct shader_arb_priv *priv = This->shader_priv;
|
||||
const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
|
||||
struct shader_arb_priv *priv = shader_priv;
|
||||
GLuint *blt_fprogram;
|
||||
|
||||
if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
|
||||
|
@ -4622,13 +4622,11 @@ static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS
|
||||
}
|
||||
|
||||
/* GL locking is done by the caller */
|
||||
static void shader_glsl_select_depth_blt(IWineD3DDevice *iface,
|
||||
static void shader_glsl_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
|
||||
enum tex_types tex_type, const SIZE *ds_mask_size)
|
||||
{
|
||||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
||||
const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
|
||||
BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
|
||||
struct shader_glsl_priv *priv = This->shader_priv;
|
||||
struct shader_glsl_priv *priv = shader_priv;
|
||||
GLhandleARB *blt_program;
|
||||
GLint loc;
|
||||
|
||||
|
@ -1510,7 +1510,8 @@ static void shader_cleanup(IWineD3DBaseShader *iface)
|
||||
|
||||
static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
|
||||
static void shader_none_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS) {}
|
||||
static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type, const SIZE *ds_mask_size) {}
|
||||
static void shader_none_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
|
||||
enum tex_types tex_type, const SIZE *ds_mask_size) {}
|
||||
static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
|
||||
static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
|
||||
static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
|
||||
|
@ -4102,8 +4102,8 @@ static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl
|
||||
if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
|
||||
}
|
||||
|
||||
device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device,
|
||||
info.tex_type, &This->ds_current_size);
|
||||
device->shader_backend->shader_select_depth_blt(device->shader_priv,
|
||||
gl_info, info.tex_type, &This->ds_current_size);
|
||||
|
||||
glBegin(GL_TRIANGLE_STRIP);
|
||||
glTexCoord3fv(info.coords[0]);
|
||||
|
@ -744,7 +744,8 @@ struct wined3d_state;
|
||||
typedef struct {
|
||||
void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
|
||||
void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
|
||||
void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type, const SIZE *ds_mask_size);
|
||||
void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
|
||||
enum tex_types tex_type, const SIZE *ds_mask_size);
|
||||
void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
|
||||
void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
|
||||
void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
|
||||
|
Loading…
Reference in New Issue
Block a user