From: Elizabeth Figura zfigura@codeweavers.com
--- dlls/wined3d/ffp_gl.c | 22 ---------------------- dlls/wined3d/glsl_shader.c | 23 +++++++++++++++++++++++ dlls/wined3d/wined3d_gl.h | 2 -- 3 files changed, 23 insertions(+), 24 deletions(-)
diff --git a/dlls/wined3d/ffp_gl.c b/dlls/wined3d/ffp_gl.c index c04499e553e..1b9a9b90285 100644 --- a/dlls/wined3d/ffp_gl.c +++ b/dlls/wined3d/ffp_gl.c @@ -997,28 +997,6 @@ void clipplane(struct wined3d_context *context, const struct wined3d_state *stat context->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES; }
-void ffp_vertex_update_clip_plane_constants(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) -{ - for (unsigned int i = 0; i < gl_info->limits.user_clip_distances; ++i) - { - GLdouble plane[4]; - - gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW); - gl_info->gl_ops.gl.p_glPushMatrix(); - gl_info->gl_ops.gl.p_glLoadIdentity(); - - plane[0] = state->clip_planes[i].x; - plane[1] = state->clip_planes[i].y; - plane[2] = state->clip_planes[i].z; - plane[3] = state->clip_planes[i].w; - - gl_info->gl_ops.gl.p_glClipPlane(GL_CLIP_PLANE0 + i, plane); - checkGLcall("glClipPlane"); - - gl_info->gl_ops.gl.p_glPopMatrix(); - } -} - static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { wined3d_context_gl_update_stream_sources(wined3d_context_gl(context), state); diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index ba0314a6bae..afa7d1248cc 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -1704,6 +1704,29 @@ static void shader_glsl_clip_plane_uniform(const struct wined3d_context_gl *cont GL_EXTCALL(glUniform4fv(prog->vs.clip_planes_location + index, 1, &state->clip_planes[index].x)); }
+static void ffp_vertex_update_clip_plane_constants(const struct wined3d_gl_info *gl_info, + const struct wined3d_state *state) +{ + for (unsigned int i = 0; i < gl_info->limits.user_clip_distances; ++i) + { + GLdouble plane[4]; + + gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW); + gl_info->gl_ops.gl.p_glPushMatrix(); + gl_info->gl_ops.gl.p_glLoadIdentity(); + + plane[0] = state->clip_planes[i].x; + plane[1] = state->clip_planes[i].y; + plane[2] = state->clip_planes[i].z; + plane[3] = state->clip_planes[i].w; + + gl_info->gl_ops.gl.p_glClipPlane(GL_CLIP_PLANE0 + i, plane); + checkGLcall("glClipPlane"); + + gl_info->gl_ops.gl.p_glPopMatrix(); + } +} + static void shader_glsl_load_constants(struct shader_glsl_priv *priv, struct wined3d_context *context, const struct wined3d_state *state) { diff --git a/dlls/wined3d/wined3d_gl.h b/dlls/wined3d/wined3d_gl.h index 358f0599266..5e35e723958 100644 --- a/dlls/wined3d/wined3d_gl.h +++ b/dlls/wined3d/wined3d_gl.h @@ -790,8 +790,6 @@ void wined3d_ffp_blitter_create(struct wined3d_blitter **next, const struct wine struct wined3d_blitter *wined3d_glsl_blitter_create(struct wined3d_blitter **next, const struct wined3d_device *device); void wined3d_raw_blitter_create(struct wined3d_blitter **next, const struct wined3d_gl_info *gl_info);
-void ffp_vertex_update_clip_plane_constants(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state); - struct wined3d_caps_gl_ctx { HDC dc;