diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index f3ec739ea3e..fd9af76e820 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -2247,6 +2247,10 @@ static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup) return FALSE; } +static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) { + /* Nothing to do for now */ +} + static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] = { /* WINED3DSIH_ABS */ shader_hw_map2gl, @@ -2351,6 +2355,7 @@ const shader_backend_t arb_program_shader_backend = { shader_arb_generate_vshader, shader_arb_get_caps, shader_arb_color_fixup_supported, + shader_arb_add_instruction_modifiers, }; /* ARB_fragment_program fixed function pipeline replacement definitions */ diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c index 957ec61b2ad..303460f4ea7 100644 --- a/dlls/wined3d/baseshader.c +++ b/dlls/wined3d/baseshader.c @@ -1028,9 +1028,7 @@ void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer, hw_fct(&ins); /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */ - /* FIXME: This should be internal to the shader backend. - * Also, right now this is the only reason "shader_mode" exists. */ - if (This->baseShader.shader_mode == SHADER_GLSL) shader_glsl_add_instruction_modifiers(&ins); + device->shader_backend->shader_add_instruction_modifiers(&ins); } } @@ -1252,6 +1250,7 @@ static GLuint shader_none_generate_vshader(IWineD3DVertexShader *iface, FIXME("NONE shader backend asked to generate a vertex shader\n"); return 0; } +static void shader_none_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {} #define GLINFO_LOCATION (*gl_info) static void shader_none_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps) @@ -1298,4 +1297,5 @@ const shader_backend_t none_shader_backend = { shader_none_generate_vshader, shader_none_get_caps, shader_none_color_fixup_supported, + shader_none_add_instruction_modifiers, }; diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 0370fdedd59..ca503050646 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -1363,7 +1363,7 @@ static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, const struct wined3d_ } /** Process GLSL instruction modifiers */ -void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) +static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) { glsl_dst_param_t dst_param; DWORD modifiers; @@ -4401,4 +4401,5 @@ const shader_backend_t glsl_shader_backend = { shader_glsl_generate_vshader, shader_glsl_get_caps, shader_glsl_color_fixup_supported, + shader_glsl_add_instruction_modifiers, }; diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c index a2e182da1d0..9b001db65f3 100644 --- a/dlls/wined3d/pixelshader.c +++ b/dlls/wined3d/pixelshader.c @@ -207,7 +207,6 @@ static void pshader_set_limits(IWineD3DPixelShaderImpl *This) static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) { IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface; - IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device; unsigned int i, highest_reg_used = 0, num_regs_used = 0; shader_reg_maps *reg_maps = &This->baseShader.reg_maps; const struct wined3d_shader_frontend *fe; @@ -285,8 +284,6 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *i This->baseShader.load_local_constsF = FALSE; - This->baseShader.shader_mode = deviceImpl->ps_selected_mode; - TRACE("(%p) : Copying the function\n", This); This->baseShader.function = HeapAlloc(GetProcessHeap(), 0, This->baseShader.functionLength); diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c index e5fb20fdc3d..1491b0c725b 100644 --- a/dlls/wined3d/vertexshader.c +++ b/dlls/wined3d/vertexshader.c @@ -285,8 +285,6 @@ static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader vshader_set_limits(This); - This->baseShader.shader_mode = deviceImpl->vs_selected_mode; - if(deviceImpl->vs_selected_mode == SHADER_ARB && (GLINFO_LOCATION).arb_vs_offset_limit && This->min_rel_offset <= This->max_rel_offset) { diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index d40d0ab1e3a..641ca8c0b05 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -807,6 +807,7 @@ typedef struct { SHADER_BUFFER *buffer, const struct vs_compile_args *args); void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps); BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup); + void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins); } shader_backend_t; extern const shader_backend_t glsl_shader_backend; @@ -2525,9 +2526,6 @@ extern BOOL vshader_get_input( extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object); -/* GLSL helper functions */ -extern void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins); - /***************************************************************************** * IDirect3DBaseShader implementation structure */ @@ -2543,9 +2541,6 @@ typedef struct IWineD3DBaseShaderClass const struct wined3d_shader_frontend *frontend; void *frontend_data; - /* Type of shader backend */ - int shader_mode; - /* Programs this shader is linked with */ struct list linked_programs;