wined3d: Store implementation pointers in struct glsl_shader_prog_link.

This commit is contained in:
Henri Verbeet 2010-12-13 17:58:45 +01:00 committed by Alexandre Julliard
parent b0bc24eec3
commit dd1ba15ec7

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@ -109,8 +109,8 @@ struct glsl_shader_prog_link {
GLint luminanceoffset_location[MAX_TEXTURES];
GLint ycorrection_location;
GLenum vertex_color_clamp;
IWineD3DVertexShader *vshader;
IWineD3DPixelShader *pshader;
IWineD3DVertexShaderImpl *vshader;
IWineD3DPixelShaderImpl *pshader;
struct vs_compile_args vs_args;
struct ps_compile_args ps_args;
UINT constant_version;
@ -3691,8 +3691,8 @@ static void shader_glsl_input_pack(IWineD3DPixelShader *iface, struct wined3d_sh
static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
glsl_program_key_t key;
key.vshader = entry->vshader;
key.pshader = entry->pshader;
key.vshader = (IWineD3DVertexShader *)entry->vshader;
key.pshader = (IWineD3DPixelShader *)entry->pshader;
key.vs_args = entry->vs_args;
key.ps_args = entry->ps_args;
@ -3723,8 +3723,8 @@ static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struc
{
glsl_program_key_t key;
key.vshader = entry->vshader;
key.pshader = entry->pshader;
key.vshader = (IWineD3DVertexShader *)entry->vshader;
key.pshader = (IWineD3DPixelShader *)entry->pshader;
key.vs_args = entry->vs_args;
key.ps_args = entry->ps_args;
wine_rb_remove(&priv->program_lookup, &key);
@ -4317,8 +4317,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
/* Create the entry */
entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
entry->programId = programId;
entry->vshader = (IWineD3DVertexShader *)vshader;
entry->pshader = (IWineD3DPixelShader *)pshader;
entry->vshader = vshader;
entry->pshader = pshader;
entry->vs_args = vs_compile_args;
entry->ps_args = ps_compile_args;
entry->constant_version = 0;
@ -4788,11 +4788,11 @@ static int glsl_program_key_compare(const void *key, const struct wine_rb_entry
const struct glsl_shader_prog_link, program_lookup_entry);
int cmp;
if (k->vshader > prog->vshader) return 1;
else if (k->vshader < prog->vshader) return -1;
if (k->vshader > (IWineD3DVertexShader *)prog->vshader) return 1;
else if (k->vshader < (IWineD3DVertexShader *)prog->vshader) return -1;
if (k->pshader > prog->pshader) return 1;
else if (k->pshader < prog->pshader) return -1;
if (k->pshader > (IWineD3DPixelShader *)prog->pshader) return 1;
else if (k->pshader < (IWineD3DPixelShader *)prog->pshader) return -1;
if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;