Module: wine Branch: master Commit: 5afb593cb25c2dbcf24e446a4ffe7087e7d25fdf URL: http://source.winehq.org/git/wine.git/?a=commit;h=5afb593cb25c2dbcf24e446a4f...
Author: Henri Verbeet hverbeet@codeweavers.com Date: Tue Oct 26 09:11:06 2010 +0200
wined3d: Explicitly pass parameters to shader_arb_vs_local_constants().
---
dlls/wined3d/arb_program_shader.c | 16 ++++++++-------- 1 files changed, 8 insertions(+), 8 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index a76373b..f88ef99 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -590,14 +590,12 @@ static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl) }
/* GL locking is done by the caller. */ -static void shader_arb_vs_local_constants(const struct wined3d_context *context, IWineD3DDeviceImpl *deviceImpl) +static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader, + const struct wined3d_context *context, const struct wined3d_state *state) { - const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info; - const struct wined3d_state *state = &deviceImpl->stateBlock->state; - unsigned char i; - struct shader_arb_priv *priv = deviceImpl->shader_priv; - const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog; + const struct wined3d_gl_info *gl_info = context->gl_info; float position_fixup[4]; + unsigned char i;
/* Upload the position fixup */ shader_get_position_fixup(context, state, position_fixup); @@ -633,15 +631,17 @@ static void shader_arb_load_constants(const struct wined3d_context *context, cha IWineD3DDeviceImpl *device = context->swapchain->device; IWineD3DStateBlockImpl* stateBlock = device->stateBlock; const struct wined3d_gl_info *gl_info = context->gl_info; + struct shader_arb_priv *priv = device->shader_priv;
if (useVertexShader) { IWineD3DBaseShaderImpl *vshader = (IWineD3DBaseShaderImpl *)stateBlock->state.vertex_shader; + const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
/* Load DirectX 9 float constants for vertex shader */ device->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB, device->highest_dirty_vs_const, stateBlock->state.vs_consts_f, context->vshader_const_dirty); - shader_arb_vs_local_constants(context, device); + shader_arb_vs_local_constants(gl_shader, context, &stateBlock->state); }
if (usePixelShader) @@ -4601,7 +4601,7 @@ static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, glEnable(GL_VERTEX_PROGRAM_ARB); checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);"); TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id); - shader_arb_vs_local_constants(context, This); + shader_arb_vs_local_constants(compiled, context, state);
if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) { priv->last_vs_color_unclamp = compiled->need_color_unclamp;