It's already part of the context.
Signed-off-by: Matteo Bruni mbruni@codeweavers.com --- dlls/wined3d/arb_program_shader.c | 2 +- dlls/wined3d/glsl_shader.c | 2 +- dlls/wined3d/shader.c | 3 ++- dlls/wined3d/wined3d_private.h | 3 +-- 4 files changed, 5 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index 7bd68d615d6..e297c724412 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -4477,7 +4477,7 @@ static void find_arb_vs_compile_args(const struct wined3d_state *state, int i; WORD int_skip;
- find_vs_compile_args(state, shader, context_gl->c.stream_info.swizzle_map, &args->super, &context_gl->c); + find_vs_compile_args(state, shader, &args->super, &context_gl->c);
args->clip.boolclip_compare = 0; if (use_ps(state)) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 398d3f5bffa..ccfd5f3f28e 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -10245,7 +10245,7 @@ static void set_glsl_shader_program(const struct wined3d_context_gl *context_gl,
vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
- find_vs_compile_args(state, vshader, context_gl->c.stream_info.swizzle_map, &vs_compile_args, &context_gl->c); + find_vs_compile_args(state, vshader, &vs_compile_args, &context_gl->c); vs_id = find_glsl_vertex_shader(context_gl, priv, vshader, &vs_compile_args); vs_list = &vshader->linked_programs; } diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c index 4374269b9a1..b34ec539014 100644 --- a/dlls/wined3d/shader.c +++ b/dlls/wined3d/shader.c @@ -3524,12 +3524,13 @@ static void init_interpolation_compile_args(DWORD *interpolation_args, }
void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, - WORD swizzle_map, struct vs_compile_args *args, const struct wined3d_context *context) + struct vs_compile_args *args, const struct wined3d_context *context) { const struct wined3d_shader *geometry_shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY]; const struct wined3d_shader *pixel_shader = state->shader[WINED3D_SHADER_TYPE_PIXEL]; const struct wined3d_shader *hull_shader = state->shader[WINED3D_SHADER_TYPE_HULL]; const struct wined3d_d3d_info *d3d_info = context->d3d_info; + WORD swizzle_map = context->stream_info.swizzle_map;
args->fog_src = state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE ? VS_FOG_COORD : VS_FOG_Z; diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index d5bc1e6c6c8..b0f8ea1bf93 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -5562,8 +5562,7 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3 BOOL vshader_get_input(const struct wined3d_shader *shader, BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN; void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, - WORD swizzle_map, struct vs_compile_args *args, - const struct wined3d_context *context) DECLSPEC_HIDDEN; + struct vs_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN;
void find_ds_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, struct ds_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN;