wined3d: Make the wined3d_shader_context shader pointer const.

This commit is contained in:
Henri Verbeet 2011-06-23 00:02:35 +02:00 committed by Alexandre Julliard
parent 330ffc83f2
commit 5a26da1d19
3 changed files with 12 additions and 12 deletions

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@ -944,7 +944,7 @@ static void shader_arb_get_register_name(const struct wined3d_shader_instruction
{ {
/* oPos, oFog and oPts in D3D */ /* oPos, oFog and oPts in D3D */
static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"}; static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
struct wined3d_shader *shader = ins->ctx->shader; const struct wined3d_shader *shader = ins->ctx->shader;
const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps; const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type); BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data; struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
@ -1337,10 +1337,10 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD
{ {
struct wined3d_shader_buffer *buffer = ins->ctx->buffer; struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx]; DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
const struct wined3d_shader *shader = ins->ctx->shader;
const struct wined3d_texture *texture; const struct wined3d_texture *texture;
const char *tex_type; const char *tex_type;
BOOL np2_fixup = FALSE; BOOL np2_fixup = FALSE;
struct wined3d_shader *shader = ins->ctx->shader;
struct wined3d_device *device = shader->device; struct wined3d_device *device = shader->device;
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
const char *mod; const char *mod;
@ -1742,7 +1742,7 @@ static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
static void shader_hw_mov(const struct wined3d_shader_instruction *ins) static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
{ {
struct wined3d_shader *shader = ins->ctx->shader; const struct wined3d_shader *shader = ins->ctx->shader;
const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps; const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type); BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data; struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
@ -3202,7 +3202,7 @@ static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
{ {
struct wined3d_shader_buffer *buffer = ins->ctx->buffer; struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
struct wined3d_shader *shader = ins->ctx->shader; const struct wined3d_shader *shader = ins->ctx->shader;
BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type); BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
if(priv->target_version == ARB) return; if(priv->target_version == ARB) return;
@ -5257,7 +5257,7 @@ static void free_recorded_instruction(struct list *list)
static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) { static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
SHADER_HANDLER hw_fct; SHADER_HANDLER hw_fct;
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
struct wined3d_shader *shader = ins->ctx->shader; const struct wined3d_shader *shader = ins->ctx->shader;
struct control_frame *control_frame; struct control_frame *control_frame;
struct wined3d_shader_buffer *buffer = ins->ctx->buffer; struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
BOOL bool_const; BOOL bool_const;

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@ -1318,7 +1318,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
/* oPos, oFog and oPts in D3D */ /* oPos, oFog and oPts in D3D */
static const char * const hwrastout_reg_names[] = {"OUT[10]", "OUT[11].x", "OUT[11].y"}; static const char * const hwrastout_reg_names[] = {"OUT[10]", "OUT[11].x", "OUT[11].y"};
struct wined3d_shader *shader = ins->ctx->shader; const struct wined3d_shader *shader = ins->ctx->shader;
const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps; const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info; const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
char pshader = shader_is_pshader_version(reg_maps->shader_version.type); char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
@ -2842,8 +2842,8 @@ static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
static void shader_glsl_loop(const struct wined3d_shader_instruction *ins) static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
{ {
struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state; struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
const struct wined3d_shader *shader = ins->ctx->shader;
glsl_src_param_t src1_param; glsl_src_param_t src1_param;
struct wined3d_shader *shader = ins->ctx->shader;
const DWORD *control_values = NULL; const DWORD *control_values = NULL;
const local_constant *constant; const local_constant *constant;
@ -2926,7 +2926,7 @@ static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
static void shader_glsl_rep(const struct wined3d_shader_instruction *ins) static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
{ {
struct wined3d_shader *shader = ins->ctx->shader; const struct wined3d_shader *shader = ins->ctx->shader;
struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state; struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
glsl_src_param_t src0_param; glsl_src_param_t src0_param;
const DWORD *control_values = NULL; const DWORD *control_values = NULL;
@ -3036,7 +3036,7 @@ static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
********************************************/ ********************************************/
static void shader_glsl_tex(const struct wined3d_shader_instruction *ins) static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
{ {
struct wined3d_shader *shader = ins->ctx->shader; const struct wined3d_shader *shader = ins->ctx->shader;
struct wined3d_device *device = shader->device; struct wined3d_device *device = shader->device;
DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major, DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
ins->ctx->reg_maps->shader_version.minor); ins->ctx->reg_maps->shader_version.minor);
@ -3126,7 +3126,7 @@ static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins) static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
{ {
struct wined3d_shader *shader = ins->ctx->shader; const struct wined3d_shader *shader = ins->ctx->shader;
struct wined3d_device *device = shader->device; struct wined3d_device *device = shader->device;
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info; const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
glsl_sample_function_t sample_function; glsl_sample_function_t sample_function;
@ -3159,7 +3159,7 @@ static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins) static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
{ {
struct wined3d_shader *shader = ins->ctx->shader; const struct wined3d_shader *shader = ins->ctx->shader;
struct wined3d_device *device = shader->device; struct wined3d_device *device = shader->device;
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info; const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
glsl_sample_function_t sample_function; glsl_sample_function_t sample_function;

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@ -583,7 +583,7 @@ struct wined3d_shader_loop_state
struct wined3d_shader_context struct wined3d_shader_context
{ {
struct wined3d_shader *shader; const struct wined3d_shader *shader;
const struct wined3d_gl_info *gl_info; const struct wined3d_gl_info *gl_info;
const struct wined3d_shader_reg_maps *reg_maps; const struct wined3d_shader_reg_maps *reg_maps;
struct wined3d_shader_buffer *buffer; struct wined3d_shader_buffer *buffer;