wined3d: Don't pass the swizzle map to find_vs_compile_args() separately.
It's already part of the context. Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4477,7 +4477,7 @@ static void find_arb_vs_compile_args(const struct wined3d_state *state,
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int i;
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WORD int_skip;
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find_vs_compile_args(state, shader, context_gl->c.stream_info.swizzle_map, &args->super, &context_gl->c);
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find_vs_compile_args(state, shader, &args->super, &context_gl->c);
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args->clip.boolclip_compare = 0;
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if (use_ps(state))
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@ -10245,7 +10245,7 @@ static void set_glsl_shader_program(const struct wined3d_context_gl *context_gl,
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vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
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find_vs_compile_args(state, vshader, context_gl->c.stream_info.swizzle_map, &vs_compile_args, &context_gl->c);
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find_vs_compile_args(state, vshader, &vs_compile_args, &context_gl->c);
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vs_id = find_glsl_vertex_shader(context_gl, priv, vshader, &vs_compile_args);
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vs_list = &vshader->linked_programs;
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}
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@ -3524,12 +3524,13 @@ static void init_interpolation_compile_args(DWORD *interpolation_args,
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}
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void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
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WORD swizzle_map, struct vs_compile_args *args, const struct wined3d_context *context)
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struct vs_compile_args *args, const struct wined3d_context *context)
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{
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const struct wined3d_shader *geometry_shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
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const struct wined3d_shader *pixel_shader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
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const struct wined3d_shader *hull_shader = state->shader[WINED3D_SHADER_TYPE_HULL];
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const struct wined3d_d3d_info *d3d_info = context->d3d_info;
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WORD swizzle_map = context->stream_info.swizzle_map;
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args->fog_src = state->render_states[WINED3D_RS_FOGTABLEMODE]
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== WINED3D_FOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
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@ -5562,8 +5562,7 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
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BOOL vshader_get_input(const struct wined3d_shader *shader,
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BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
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void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
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WORD swizzle_map, struct vs_compile_args *args,
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const struct wined3d_context *context) DECLSPEC_HIDDEN;
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struct vs_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN;
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void find_ds_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
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struct ds_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN;
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