wined3d: Store a pointer to the GL info in the shader context.

This commit is contained in:
Henri Verbeet 2010-01-24 21:16:13 +01:00 committed by Alexandre Julliard
parent c78cce8845
commit f71e84d89c
3 changed files with 6 additions and 7 deletions

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@ -1194,8 +1194,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
*is_color = FALSE;
@ -1819,9 +1818,7 @@ static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
/* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
{
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
glsl_src_param_t src0_param;
DWORD write_mask;
@ -2776,7 +2773,7 @@ static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
{
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
glsl_sample_function_t sample_function;
glsl_src_param_t coord_param, dx_param, dy_param;
DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
@ -2810,7 +2807,7 @@ static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
{
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
glsl_sample_function_t sample_function;
glsl_src_param_t coord_param, lod_param;
DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;

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@ -1100,6 +1100,7 @@ void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffe
/* Initialize current parsing state. */
ctx.shader = iface;
ctx.gl_info = &device->adapter->gl_info;
ctx.reg_maps = reg_maps;
ctx.buffer = buffer;
ctx.backend_data = backend_ctx;

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@ -549,6 +549,7 @@ typedef struct shader_reg_maps
struct wined3d_shader_context
{
IWineD3DBaseShader *shader;
const struct wined3d_gl_info *gl_info;
const struct shader_reg_maps *reg_maps;
struct wined3d_shader_buffer *buffer;
void *backend_data;