wined3d: Pass implementation pointers to get_glsl_program_entry().

This commit is contained in:
Henri Verbeet 2010-12-14 18:30:58 +01:00 committed by Alexandre Julliard
parent bb80fdf744
commit c492ec196e

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@ -3703,13 +3703,14 @@ static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_sh
}
static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
struct ps_compile_args *ps_args) {
IWineD3DVertexShaderImpl *vshader, IWineD3DPixelShaderImpl *pshader,
struct vs_compile_args *vs_args, struct ps_compile_args *ps_args)
{
struct wine_rb_entry *entry;
glsl_program_key_t key;
key.vshader = (IWineD3DVertexShaderImpl *)vshader;
key.pshader = (IWineD3DPixelShaderImpl *)pshader;
key.vshader = vshader;
key.pshader = pshader;
key.vs_args = *vs_args;
key.ps_args = *ps_args;
@ -4302,8 +4303,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
if (vshader) find_vs_compile_args(state, vshader, &vs_compile_args);
if (pshader) find_ps_compile_args(state, pshader, &ps_compile_args);
entry = get_glsl_program_entry(priv, (IWineD3DVertexShader *)vshader, (IWineD3DPixelShader *)pshader,
&vs_compile_args, &ps_compile_args);
entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
if (entry)
{
priv->glsl_program = entry;