wined3d: Explicitly pass gl_info to shader_arb_generate_vshader().
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db164a990c
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202a60c489
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@ -4067,14 +4067,13 @@ static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_nu
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}
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/* GL locking is done by the caller */
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static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
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static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
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const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
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const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
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{
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const struct arb_vshader_private *shader_data = This->baseShader.backend_data;
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const struct wined3d_shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
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CONST DWORD *function = This->baseShader.function;
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IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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const local_constant *lconst;
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GLuint ret;
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DWORD next_local, *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
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@ -4163,6 +4162,7 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct
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*/
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if (!gl_info->supported[NV_VERTEX_PROGRAM])
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{
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IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
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const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
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shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
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@ -4401,7 +4401,7 @@ static struct arb_vs_compiled_shader *find_arb_vshader(IWineD3DVertexShaderImpl
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return 0;
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}
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ret = shader_arb_generate_vshader(shader, &buffer, args,
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ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
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&shader_data->gl_shaders[shader_data->num_gl_shaders]);
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shader_buffer_free(&buffer);
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shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
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