wined3d: Pass an IWineD3DDeviceImpl pointer to shader_alloc_private().
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77923346da
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4a69874938
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@ -4744,8 +4744,8 @@ static const struct wine_rb_functions sig_tree_functions =
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sig_tree_compare
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};
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static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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static HRESULT shader_arb_alloc(IWineD3DDeviceImpl *device)
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{
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struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
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if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
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{
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@ -4753,7 +4753,7 @@ static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
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HeapFree(GetProcessHeap(), 0, priv);
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return E_OUTOFMEMORY;
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}
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This->shader_priv = priv;
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device->shader_priv = priv;
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return WINED3D_OK;
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}
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@ -1963,7 +1963,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface,
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if (This->depth_stencil)
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IWineD3DSurface_AddRef((IWineD3DSurface *)This->depth_stencil);
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hr = This->shader_backend->shader_alloc_private(iface);
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hr = This->shader_backend->shader_alloc_private(This);
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if(FAILED(hr)) {
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TRACE("Shader private data couldn't be allocated\n");
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goto err_out;
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@ -6244,7 +6244,7 @@ static HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwap
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create_dummy_textures(This);
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context_release(context);
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hr = This->shader_backend->shader_alloc_private(iface);
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hr = This->shader_backend->shader_alloc_private(This);
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if (FAILED(hr))
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{
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ERR("Failed to allocate shader private data, hr %#x.\n", hr);
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@ -4818,9 +4818,9 @@ static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
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glsl_program_key_compare,
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};
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static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
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static HRESULT shader_glsl_alloc(IWineD3DDeviceImpl *device)
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{
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
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SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants,
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gl_info->limits.glsl_ps_float_constants)) + 1;
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@ -4858,7 +4858,7 @@ static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
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priv->next_constant_version = 1;
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This->shader_priv = priv;
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device->shader_priv = priv;
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return WINED3D_OK;
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fail:
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@ -1519,7 +1519,7 @@ static void shader_none_load_constants(const struct wined3d_context *context, ch
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static void shader_none_load_np2fixup_constants(void *shader_priv,
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const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) {}
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static void shader_none_destroy(IWineD3DBaseShader *iface) {}
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static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
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static HRESULT shader_none_alloc(IWineD3DDeviceImpl *device) {return WINED3D_OK;}
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static void shader_none_free(IWineD3DDevice *iface) {}
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static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
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@ -759,7 +759,7 @@ typedef struct {
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void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info,
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const struct wined3d_state *state);
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void (*shader_destroy)(IWineD3DBaseShader *iface);
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HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
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HRESULT (*shader_alloc_private)(IWineD3DDeviceImpl *device);
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void (*shader_free_private)(IWineD3DDevice *iface);
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BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
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void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
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