wined3d: Pass an IWineD3DBaseShaderImpl pointer to shader_get_registers_used().

This commit is contained in:
Henri Verbeet 2010-12-14 18:30:59 +01:00 committed by Alexandre Julliard
parent c492ec196e
commit 51f06dcf0c
1 changed files with 2 additions and 3 deletions

View File

@ -448,11 +448,10 @@ static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HAN
}
/* Note that this does not count the loop register as an address register. */
static HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
static HRESULT shader_get_registers_used(IWineD3DBaseShaderImpl *shader, const struct wined3d_shader_frontend *fe,
struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature,
struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size)
{
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
unsigned int cur_loop_depth = 0, max_loop_depth = 0;
void *fe_data = shader->baseShader.frontend_data;
struct wined3d_shader_version shader_version;
@ -1607,7 +1606,7 @@ static HRESULT shader_set_function(IWineD3DBaseShaderImpl *shader, const DWORD *
list_init(&shader->baseShader.constantsI);
/* Second pass: figure out which registers are used, what the semantics are, etc. */
hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
hr = shader_get_registers_used(shader, fe,
reg_maps, shader->baseShader.input_signature, shader->baseShader.output_signature,
byte_code, float_const_count);
if (FAILED(hr)) return hr;