Module: wine Branch: master Commit: cd30e9562cfba5eedb20b027415e3852e315df1a URL: http://source.winehq.org/git/wine.git/?a=commit;h=cd30e9562cfba5eedb20b02741...
Author: Henri Verbeet hverbeet@codeweavers.com Date: Mon Dec 6 20:33:04 2010 +0100
wined3d: Explicitly pass gl_info to shader_arb_generate_pshader().
---
dlls/wined3d/arb_program_shader.c | 10 +++++----- 1 files changed, 5 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index 3a8f758..483d253 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -3488,12 +3488,12 @@ static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_ }
/* GL locking is done by the caller */ -static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This, struct wined3d_shader_buffer *buffer, +static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This, + const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer, const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled) { const struct wined3d_shader_reg_maps *reg_maps = &This->baseShader.reg_maps; CONST DWORD *function = This->baseShader.function; - const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info; const local_constant *lconst; GLuint retval; char fragcolor[16]; @@ -4233,6 +4233,7 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args) { IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device; + const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; UINT i; DWORD new_size; struct arb_ps_compiled_shader *new_array; @@ -4242,7 +4243,6 @@ static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *
if (!shader->baseShader.backend_data) { - const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; struct shader_arb_priv *priv = device->shader_priv;
shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data)); @@ -4304,8 +4304,8 @@ static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl * return 0; }
- ret = shader_arb_generate_pshader(shader, &buffer, args, - &shader_data->gl_shaders[shader_data->num_gl_shaders]); + ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args, + &shader_data->gl_shaders[shader_data->num_gl_shaders]); shader_buffer_free(&buffer); shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;