From 202a60c489fff8c7b61081813ee4b64374de90a6 Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Mon, 6 Dec 2010 20:33:03 +0100 Subject: [PATCH] wined3d: Explicitly pass gl_info to shader_arb_generate_vshader(). --- dlls/wined3d/arb_program_shader.c | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index bc710e54853..3a8f75858c2 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -4067,14 +4067,13 @@ static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_nu } /* GL locking is done by the caller */ -static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer, +static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, + const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer, const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled) { const struct arb_vshader_private *shader_data = This->baseShader.backend_data; const struct wined3d_shader_reg_maps *reg_maps = &This->baseShader.reg_maps; CONST DWORD *function = This->baseShader.function; - IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device; - const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; const local_constant *lconst; GLuint ret; DWORD next_local, *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This); @@ -4163,6 +4162,7 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct */ if (!gl_info->supported[NV_VERTEX_PROGRAM]) { + IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device; const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001); shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init); @@ -4401,7 +4401,7 @@ static struct arb_vs_compiled_shader *find_arb_vshader(IWineD3DVertexShaderImpl return 0; } - ret = shader_arb_generate_vshader(shader, &buffer, args, + ret = shader_arb_generate_vshader(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;