wined3d: Explicitly pass parameters to shader_arb_vs_local_constants().
This commit is contained in:
parent
1b2f9d29d7
commit
5afb593cb2
|
@ -590,14 +590,12 @@ static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
|
|||
}
|
||||
|
||||
/* GL locking is done by the caller. */
|
||||
static void shader_arb_vs_local_constants(const struct wined3d_context *context, IWineD3DDeviceImpl *deviceImpl)
|
||||
static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
|
||||
const struct wined3d_context *context, const struct wined3d_state *state)
|
||||
{
|
||||
const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
|
||||
const struct wined3d_state *state = &deviceImpl->stateBlock->state;
|
||||
unsigned char i;
|
||||
struct shader_arb_priv *priv = deviceImpl->shader_priv;
|
||||
const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
|
||||
const struct wined3d_gl_info *gl_info = context->gl_info;
|
||||
float position_fixup[4];
|
||||
unsigned char i;
|
||||
|
||||
/* Upload the position fixup */
|
||||
shader_get_position_fixup(context, state, position_fixup);
|
||||
|
@ -633,15 +631,17 @@ static void shader_arb_load_constants(const struct wined3d_context *context, cha
|
|||
IWineD3DDeviceImpl *device = context->swapchain->device;
|
||||
IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
|
||||
const struct wined3d_gl_info *gl_info = context->gl_info;
|
||||
struct shader_arb_priv *priv = device->shader_priv;
|
||||
|
||||
if (useVertexShader)
|
||||
{
|
||||
IWineD3DBaseShaderImpl *vshader = (IWineD3DBaseShaderImpl *)stateBlock->state.vertex_shader;
|
||||
const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
|
||||
|
||||
/* Load DirectX 9 float constants for vertex shader */
|
||||
device->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
|
||||
device->highest_dirty_vs_const, stateBlock->state.vs_consts_f, context->vshader_const_dirty);
|
||||
shader_arb_vs_local_constants(context, device);
|
||||
shader_arb_vs_local_constants(gl_shader, context, &stateBlock->state);
|
||||
}
|
||||
|
||||
if (usePixelShader)
|
||||
|
@ -4601,7 +4601,7 @@ static void shader_arb_select(const struct wined3d_context *context, BOOL usePS,
|
|||
glEnable(GL_VERTEX_PROGRAM_ARB);
|
||||
checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
|
||||
TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
|
||||
shader_arb_vs_local_constants(context, This);
|
||||
shader_arb_vs_local_constants(compiled, context, state);
|
||||
|
||||
if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
|
||||
priv->last_vs_color_unclamp = compiled->need_color_unclamp;
|
||||
|
|
Loading…
Reference in New Issue