Re: [PATCH 4/5] wined3d: Explicitly pass the state to shader_load_constants
On 12 May 2013 15:30, Stefan Dösinger <stefan(a)codeweavers.com> wrote:
@@ -806,7 +806,8 @@ struct wined3d_shader_backend_ops void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info); void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count); void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count); - void (*shader_load_constants)(const struct wined3d_context *context, BOOL usePS, BOOL useVS); + void (*shader_load_constants)(const struct wined3d_context *context, BOOL usePS, BOOL useVS, + const struct wined3d_state *state, void *shader_priv); void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info, const struct wined3d_state *state); void (*shader_destroy)(struct wined3d_shader *shader);
I think we'll want shader_priv to be the first argument, for consistency with the other calls. I don't think usePS and useVS are needed anymore.
participants (1)
-
Henri Verbeet