wined3d: Pass a wined3d_context_gl structure to find_arb_ps_compile_args().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4414,15 +4414,15 @@ static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *sh
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}
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static void find_arb_ps_compile_args(const struct wined3d_state *state,
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const struct wined3d_context *context, const struct wined3d_shader *shader,
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const struct wined3d_context_gl *context_gl, const struct wined3d_shader *shader,
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struct arb_ps_compile_args *args)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_d3d_info *d3d_info = context->d3d_info;
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const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
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const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
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int i;
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WORD int_skip;
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find_ps_compile_args(state, shader, context->stream_info.position_transformed, &args->super, context);
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find_ps_compile_args(state, shader, context_gl->c.stream_info.position_transformed, &args->super, &context_gl->c);
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/* This forces all local boolean constants to 1 to make them stateblock independent */
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args->bools = shader->reg_maps.local_bool_consts;
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@ -4564,7 +4564,7 @@ static void shader_arb_select(void *shader_priv, struct wined3d_context *context
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struct arb_ps_compiled_shader *compiled;
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TRACE("Using pixel shader %p.\n", ps);
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find_arb_ps_compile_args(state, context, ps, &compile_args);
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find_arb_ps_compile_args(state, context_gl, ps, &compile_args);
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compiled = find_arb_pshader(context_gl, ps, &compile_args);
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priv->current_fprogram_id = compiled->prgId;
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priv->compiled_fprog = compiled;
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