wined3d: Access reg_maps though ins->ctx in shader_glsl_get_register_name().
This is all part of the ongoing work to make the shader backend interface less dependent on wined3d internals.
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@ -1302,8 +1302,9 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
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static const char * const hwrastout_reg_names[] = {"OUT[10]", "OUT[11].x", "OUT[11].y"};
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static const char * const hwrastout_reg_names[] = {"OUT[10]", "OUT[11].x", "OUT[11].y"};
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IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
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IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
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const struct shader_reg_maps *reg_maps = ins->ctx->reg_maps;
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const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
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const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
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char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
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char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
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*is_color = FALSE;
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*is_color = FALSE;
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@ -1324,10 +1325,10 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
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}
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}
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/* pixel shaders >= 3.0 */
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/* pixel shaders >= 3.0 */
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if (This->baseShader.reg_maps.shader_version.major >= 3)
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if (reg_maps->shader_version.major >= 3)
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{
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{
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DWORD idx = ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg->idx];
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DWORD idx = ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg->idx];
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unsigned int in_count = vec4_varyings(This->baseShader.reg_maps.shader_version.major, gl_info);
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unsigned int in_count = vec4_varyings(reg_maps->shader_version.major, gl_info);
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if (reg->rel_addr)
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if (reg->rel_addr)
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{
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{
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