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wined3d: Store a pointer to the GL info in the shader context.
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@ -1194,8 +1194,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
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static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
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IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
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IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
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const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
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const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
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char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
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*is_color = FALSE;
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@ -1819,9 +1818,7 @@ static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
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/* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
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static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
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{
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IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
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IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
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struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
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glsl_src_param_t src0_param;
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DWORD write_mask;
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@ -2776,7 +2773,7 @@ static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
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{
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IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
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IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
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const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
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const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
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glsl_sample_function_t sample_function;
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glsl_src_param_t coord_param, dx_param, dy_param;
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DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
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@ -2810,7 +2807,7 @@ static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
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{
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IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
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IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
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const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
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const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
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glsl_sample_function_t sample_function;
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glsl_src_param_t coord_param, lod_param;
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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
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/* Initialize current parsing state. */
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ctx.shader = iface;
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ctx.gl_info = &device->adapter->gl_info;
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ctx.reg_maps = reg_maps;
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ctx.buffer = buffer;
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ctx.backend_data = backend_ctx;
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@ -549,6 +549,7 @@ typedef struct shader_reg_maps
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struct wined3d_shader_context
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{
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IWineD3DBaseShader *shader;
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const struct wined3d_gl_info *gl_info;
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const struct shader_reg_maps *reg_maps;
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struct wined3d_shader_buffer *buffer;
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void *backend_data;
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