wined3d: Pass the render target height as UINT.
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@ -528,7 +528,7 @@ static void shader_arb_load_np2fixup_constants(void *shader_priv,
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/* GL locking is done by the caller. */
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static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
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const struct wined3d_context *context, const struct wined3d_state *state, float rt_height)
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const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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unsigned char i;
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@ -564,7 +564,7 @@ static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *g
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* ycorrection.w: 0.0
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*/
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float val[4];
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val[0] = context->render_offscreen ? 0.0f : rt_height;
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val[0] = context->render_offscreen ? 0.0f : (float) rt_height;
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val[1] = context->render_offscreen ? 1.0f : -1.0f;
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val[2] = 1.0f;
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val[3] = 0.0f;
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@ -649,7 +649,7 @@ static void shader_arb_load_constants(const struct wined3d_context *context, cha
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{
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struct wined3d_shader *pshader = stateBlock->state.pixel_shader;
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const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
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float rt_height = device->render_targets[0]->resource.height;
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UINT rt_height = device->render_targets[0]->resource.height;
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/* Load DirectX 9 float constants for pixel shader */
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device->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
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@ -4627,7 +4627,7 @@ static void shader_arb_select(const struct wined3d_context *context, BOOL usePS,
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}
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else
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{
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float rt_height = This->render_targets[0]->resource.height;
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UINT rt_height = This->render_targets[0]->resource.height;
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shader_arb_ps_local_constants(compiled, context, state, rt_height);
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}
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