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wined3d: Pass a wined3d_state structure to find_ps_compile_args().
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@ -4398,7 +4398,7 @@ static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWi
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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(shader, stateblock, &args->super);
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find_ps_compile_args(state, shader, &args->super);
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/* This forces all local boolean constants to 1 to make them stateblock independent */
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args->bools = shader->baseShader.reg_maps.local_bool_consts;
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@ -4293,7 +4293,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
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struct vs_compile_args vs_compile_args;
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if (vshader) find_vs_compile_args(state, (IWineD3DVertexShaderImpl *)vshader, &vs_compile_args);
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if (pshader) find_ps_compile_args((IWineD3DPixelShaderImpl *)pshader, device->stateBlock, &ps_compile_args);
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if (pshader) find_ps_compile_args(state, (IWineD3DPixelShaderImpl *)pshader, &ps_compile_args);
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entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
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if (entry) {
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@ -2067,12 +2067,11 @@ static const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
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pixelshader_GetFunction
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};
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void find_ps_compile_args(IWineD3DPixelShaderImpl *shader,
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IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args)
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void find_ps_compile_args(const struct wined3d_state *state,
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IWineD3DPixelShaderImpl *shader, struct ps_compile_args *args)
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{
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const struct wined3d_state *state = &stateblock->state;
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IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
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IWineD3DBaseTextureImpl *texture;
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IWineD3DDeviceImpl *device = stateblock->device;
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UINT i;
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memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
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@ -2915,8 +2915,8 @@ HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *de
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void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
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void pixelshader_update_samplers(struct shader_reg_maps *reg_maps,
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IWineD3DBaseTexture * const *textures) DECLSPEC_HIDDEN;
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void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
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struct ps_compile_args *args) DECLSPEC_HIDDEN;
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void find_ps_compile_args(const struct wined3d_state *state,
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IWineD3DPixelShaderImpl *shader, struct ps_compile_args *args) DECLSPEC_HIDDEN;
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/* sRGB correction constants */
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static const float srgb_cmp = 0.0031308f;
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