Module: wine Branch: master Commit: 7363b0e98a1d6eb79c188b8b453c71d0d151fb16 URL: http://source.winehq.org/git/wine.git/?a=commit;h=7363b0e98a1d6eb79c188b8b45...
Author: Henri Verbeet hverbeet@codeweavers.com Date: Mon Nov 29 23:08:40 2010 +0100
wined3d: Explicitly pass data and gl_info to shader_deselect_depth_blt().
---
dlls/wined3d/arb_program_shader.c | 19 +++++++++++-------- dlls/wined3d/glsl_shader.c | 7 +++---- dlls/wined3d/shader.c | 2 +- dlls/wined3d/surface.c | 2 +- dlls/wined3d/wined3d_private.h | 2 +- 5 files changed, 17 insertions(+), 15 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index e1bd3aa..32dbaa3 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -4644,17 +4644,18 @@ static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_ }
/* GL locking is done by the caller */ -static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) { - IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; - struct shader_arb_priv *priv = This->shader_priv; - const struct wined3d_gl_info *gl_info = &This->adapter->gl_info; +static void shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) +{ + struct shader_arb_priv *priv = shader_priv;
if (priv->current_vprogram_id) { GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id)); checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
- TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id); - } else { + TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv->current_vprogram_id); + } + else + { glDisable(GL_VERTEX_PROGRAM_ARB); checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)"); } @@ -4663,8 +4664,10 @@ static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) { GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id)); checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
- TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id); - } else if(!priv->use_arbfp_fixed_func) { + TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv->current_fprogram_id); + } + else if(!priv->use_arbfp_fixed_func) + { glDisable(GL_FRAGMENT_PROGRAM_ARB); checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)"); } diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 3a609e1..992b6bb 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -4651,10 +4651,9 @@ static void shader_glsl_select_depth_blt(void *shader_priv, const struct wined3d }
/* GL locking is done by the caller */ -static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) { - IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; - const struct wined3d_gl_info *gl_info = &This->adapter->gl_info; - struct shader_glsl_priv *priv = This->shader_priv; +static void shader_glsl_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) +{ + struct shader_glsl_priv *priv = shader_priv; GLhandleARB program_id;
program_id = priv->glsl_program ? priv->glsl_program->programId : 0; diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c index 8f4a72d..ed37fe1 100644 --- a/dlls/wined3d/shader.c +++ b/dlls/wined3d/shader.c @@ -1512,7 +1512,7 @@ static void shader_none_handle_instruction(const struct wined3d_shader_instructi static void shader_none_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS) {} static void shader_none_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info, enum tex_types tex_type, const SIZE *ds_mask_size) {} -static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {} +static void shader_none_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) {} static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {} static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {} static void shader_none_load_constants(const struct wined3d_context *context, char usePS, char useVS) {} diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index f6b1a10..c54f6ae 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -4121,7 +4121,7 @@ static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl
glPopAttrib();
- device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device); + device->shader_backend->shader_deselect_depth_blt(device->shader_priv, gl_info); }
void surface_modify_ds_location(IWineD3DSurfaceImpl *surface, diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index d264dce..9c9a952 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -746,7 +746,7 @@ typedef struct { void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS); void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info, enum tex_types tex_type, const SIZE *ds_mask_size); - void (*shader_deselect_depth_blt)(IWineD3DDevice *iface); + void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info); void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count); void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count); void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);