wined3d: Make the wined3d_shader_context shader pointer const.
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330ffc83f2
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5a26da1d19
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@ -944,7 +944,7 @@ static void shader_arb_get_register_name(const struct wined3d_shader_instruction
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{
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{
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/* oPos, oFog and oPts in D3D */
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/* oPos, oFog and oPts in D3D */
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static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
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static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
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struct wined3d_shader *shader = ins->ctx->shader;
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const struct wined3d_shader *shader = ins->ctx->shader;
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const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
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const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
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BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
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BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
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struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
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struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
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@ -1337,10 +1337,10 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD
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{
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struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
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struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
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DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
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DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
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const struct wined3d_shader *shader = ins->ctx->shader;
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const struct wined3d_texture *texture;
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const struct wined3d_texture *texture;
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const char *tex_type;
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const char *tex_type;
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BOOL np2_fixup = FALSE;
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BOOL np2_fixup = FALSE;
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struct wined3d_shader *shader = ins->ctx->shader;
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struct wined3d_device *device = shader->device;
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struct wined3d_device *device = shader->device;
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struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
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struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
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const char *mod;
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const char *mod;
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@ -1742,7 +1742,7 @@ static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
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static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
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static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
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{
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{
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struct wined3d_shader *shader = ins->ctx->shader;
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const struct wined3d_shader *shader = ins->ctx->shader;
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const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
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const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
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BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
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BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
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struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
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struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
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@ -3202,7 +3202,7 @@ static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
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{
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{
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struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
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struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
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struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
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struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
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struct wined3d_shader *shader = ins->ctx->shader;
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const struct wined3d_shader *shader = ins->ctx->shader;
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BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
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BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
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if(priv->target_version == ARB) return;
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if(priv->target_version == ARB) return;
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@ -5257,7 +5257,7 @@ static void free_recorded_instruction(struct list *list)
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static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
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static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
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SHADER_HANDLER hw_fct;
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SHADER_HANDLER hw_fct;
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struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
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struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
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struct wined3d_shader *shader = ins->ctx->shader;
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const struct wined3d_shader *shader = ins->ctx->shader;
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struct control_frame *control_frame;
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struct control_frame *control_frame;
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struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
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struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
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BOOL bool_const;
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BOOL bool_const;
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@ -1318,7 +1318,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
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/* oPos, oFog and oPts in D3D */
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/* oPos, oFog and oPts in D3D */
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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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struct wined3d_shader *shader = ins->ctx->shader;
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const struct wined3d_shader *shader = ins->ctx->shader;
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const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
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const struct wined3d_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(reg_maps->shader_version.type);
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char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
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@ -2842,8 +2842,8 @@ static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
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static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
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static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
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{
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{
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struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
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struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
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const struct wined3d_shader *shader = ins->ctx->shader;
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glsl_src_param_t src1_param;
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glsl_src_param_t src1_param;
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struct wined3d_shader *shader = ins->ctx->shader;
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const DWORD *control_values = NULL;
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const DWORD *control_values = NULL;
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const local_constant *constant;
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const local_constant *constant;
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@ -2926,7 +2926,7 @@ static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
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static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
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static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
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{
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{
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struct wined3d_shader *shader = ins->ctx->shader;
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const struct wined3d_shader *shader = ins->ctx->shader;
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struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
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struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
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glsl_src_param_t src0_param;
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glsl_src_param_t src0_param;
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const DWORD *control_values = NULL;
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const DWORD *control_values = NULL;
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@ -3036,7 +3036,7 @@ static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
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********************************************/
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********************************************/
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static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
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static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
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{
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{
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struct wined3d_shader *shader = ins->ctx->shader;
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const struct wined3d_shader *shader = ins->ctx->shader;
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struct wined3d_device *device = shader->device;
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struct wined3d_device *device = shader->device;
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DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
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DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
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ins->ctx->reg_maps->shader_version.minor);
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ins->ctx->reg_maps->shader_version.minor);
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@ -3126,7 +3126,7 @@ static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
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static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
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static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
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{
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{
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struct wined3d_shader *shader = ins->ctx->shader;
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const struct wined3d_shader *shader = ins->ctx->shader;
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struct wined3d_device *device = shader->device;
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struct wined3d_device *device = shader->device;
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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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glsl_sample_function_t sample_function;
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glsl_sample_function_t sample_function;
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@ -3159,7 +3159,7 @@ static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
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static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
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static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
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{
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{
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struct wined3d_shader *shader = ins->ctx->shader;
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const struct wined3d_shader *shader = ins->ctx->shader;
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struct wined3d_device *device = shader->device;
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struct wined3d_device *device = shader->device;
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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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glsl_sample_function_t sample_function;
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glsl_sample_function_t sample_function;
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@ -583,7 +583,7 @@ struct wined3d_shader_loop_state
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struct wined3d_shader_context
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struct wined3d_shader_context
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{
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{
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struct wined3d_shader *shader;
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const struct wined3d_shader *shader;
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const struct wined3d_gl_info *gl_info;
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const struct wined3d_gl_info *gl_info;
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const struct wined3d_shader_reg_maps *reg_maps;
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const struct wined3d_shader_reg_maps *reg_maps;
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struct wined3d_shader_buffer *buffer;
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struct wined3d_shader_buffer *buffer;
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