wined3d: Pass an IWineD3DDeviceImpl pointer to shader_update_float_pixel_constants().
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4a6d0da207
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@ -665,17 +665,16 @@ static void shader_arb_update_float_vertex_constants(IWineD3DDeviceImpl *device,
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device->highest_dirty_vs_const = max(device->highest_dirty_vs_const, start + count);
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}
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static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
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static void shader_arb_update_float_pixel_constants(IWineD3DDeviceImpl *device, UINT start, UINT count)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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struct wined3d_context *context = context_get_current();
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/* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
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* context. On a context switch the old context will be fully dirtified */
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if (!context || context->swapchain->device != This) return;
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if (!context || context->swapchain->device != device) return;
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memset(context->pshader_const_dirty + start, 1, sizeof(*context->pshader_const_dirty) * count);
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This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count);
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device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, start + count);
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}
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static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
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@ -3861,7 +3861,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
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if (!This->isRecordingState)
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{
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This->shader_backend->shader_update_float_pixel_constants(iface, start, count);
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This->shader_backend->shader_update_float_pixel_constants(This, start, count);
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
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}
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@ -878,16 +878,15 @@ static void shader_glsl_update_float_vertex_constants(IWineD3DDeviceImpl *device
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}
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}
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static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
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static void shader_glsl_update_float_pixel_constants(IWineD3DDeviceImpl *device, UINT start, UINT count)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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struct shader_glsl_priv *priv = This->shader_priv;
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struct shader_glsl_priv *priv = device->shader_priv;
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struct constant_heap *heap = &priv->pconst_heap;
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UINT i;
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for (i = start; i < count + start; ++i)
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{
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if (!This->stateBlock->changed.pixelShaderConstantsF[i])
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if (!device->stateBlock->changed.pixelShaderConstantsF[i])
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update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
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else
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update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
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@ -1514,7 +1514,7 @@ static void shader_none_select_depth_blt(void *shader_priv, const struct wined3d
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enum tex_types tex_type, const SIZE *ds_mask_size) {}
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static void shader_none_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) {}
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static void shader_none_update_float_vertex_constants(IWineD3DDeviceImpl *device, UINT start, UINT count) {}
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static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
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static void shader_none_update_float_pixel_constants(IWineD3DDeviceImpl *device, UINT start, UINT count) {}
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static void shader_none_load_constants(const struct wined3d_context *context, char usePS, char useVS) {}
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static void shader_none_load_np2fixup_constants(void *shader_priv,
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const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) {}
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@ -754,7 +754,7 @@ typedef struct {
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enum tex_types tex_type, const SIZE *ds_mask_size);
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void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
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void (*shader_update_float_vertex_constants)(IWineD3DDeviceImpl *device, UINT start, UINT count);
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void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
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void (*shader_update_float_pixel_constants)(IWineD3DDeviceImpl *device, UINT start, UINT count);
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void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
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void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info,
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const struct wined3d_state *state);
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