wined3d: Avoid some interface pointers in set_glsl_shader_program().

This commit is contained in:
Henri Verbeet 2010-12-13 17:58:43 +01:00 committed by Alexandre Julliard
parent a925e3fae6
commit 77beea98b9
1 changed files with 21 additions and 19 deletions

View File

@ -4289,8 +4289,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
IWineD3DDeviceImpl *device, BOOL use_ps, BOOL use_vs)
{
const struct wined3d_state *state = &device->stateBlock->state;
IWineD3DVertexShader *vshader = use_vs ? (IWineD3DVertexShader *)state->vertex_shader : NULL;
IWineD3DPixelShader *pshader = use_ps ? (IWineD3DPixelShader *)state->pixel_shader : NULL;
IWineD3DVertexShaderImpl *vshader = use_vs ? state->vertex_shader : NULL;
IWineD3DPixelShaderImpl *pshader = use_ps ? state->pixel_shader : NULL;
const struct wined3d_gl_info *gl_info = context->gl_info;
struct shader_glsl_priv *priv = device->shader_priv;
struct glsl_shader_prog_link *entry = NULL;
@ -4301,11 +4301,13 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
struct ps_compile_args ps_compile_args;
struct vs_compile_args vs_compile_args;
if (vshader) find_vs_compile_args(state, (IWineD3DVertexShaderImpl *)vshader, &vs_compile_args);
if (pshader) find_ps_compile_args(state, (IWineD3DPixelShaderImpl *)pshader, &ps_compile_args);
if (vshader) find_vs_compile_args(state, vshader, &vs_compile_args);
if (pshader) find_ps_compile_args(state, pshader, &ps_compile_args);
entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
if (entry) {
entry = get_glsl_program_entry(priv, (IWineD3DVertexShader *)vshader, (IWineD3DPixelShader *)pshader,
&vs_compile_args, &ps_compile_args);
if (entry)
{
priv->glsl_program = entry;
return;
}
@ -4317,8 +4319,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
/* Create the entry */
entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
entry->programId = programId;
entry->vshader = vshader;
entry->pshader = pshader;
entry->vshader = (IWineD3DVertexShader *)vshader;
entry->pshader = (IWineD3DPixelShader *)pshader;
entry->vs_args = vs_compile_args;
entry->ps_args = ps_compile_args;
entry->constant_version = 0;
@ -4332,12 +4334,12 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
/* Attach GLSL vshader */
if (vshader)
{
GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer,
(IWineD3DVertexShaderImpl *)vshader, &vs_compile_args);
WORD map = ((IWineD3DBaseShaderImpl *)vshader)->baseShader.reg_maps.input_registers;
GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer, vshader, &vs_compile_args);
WORD map = vshader->baseShader.reg_maps.input_registers;
char tmp_name[10];
reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer,
(IWineD3DVertexShader *)vshader, (IWineD3DPixelShader *)pshader, gl_info);
TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
checkGLcall("glAttachObjectARB");
@ -4368,19 +4370,19 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
}
checkGLcall("glBindAttribLocationARB");
list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
list_add_head(&vshader->baseShader.linked_programs, &entry->vshader_entry);
}
/* Attach GLSL pshader */
if (pshader)
{
GLhandleARB pshader_id = find_glsl_pshader(context, &priv->shader_buffer,
(IWineD3DPixelShaderImpl *)pshader, &ps_compile_args, &entry->np2Fixup_info);
pshader, &ps_compile_args, &entry->np2Fixup_info);
TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
checkGLcall("glAttachObjectARB");
list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
list_add_head(&pshader->baseShader.linked_programs, &entry->pshader_entry);
}
/* Link the program */
@ -4439,8 +4441,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
checkGLcall("Find glsl program uniform locations");
if (pshader
&& ((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version.major >= 3
&& ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > vec4_varyings(3, gl_info))
&& pshader->baseShader.reg_maps.shader_version.major >= 3
&& pshader->declared_in_count > vec4_varyings(3, gl_info))
{
TRACE("Shader %d needs vertex color clamping disabled\n", programId);
entry->vertex_color_clamp = GL_FALSE;
@ -4467,11 +4469,11 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
* load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
* later
*/
if (pshader && !((IWineD3DBaseShaderImpl *)pshader)->baseShader.load_local_constsF)
if (pshader && !pshader->baseShader.load_local_constsF)
{
hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
}
if (vshader && !((IWineD3DBaseShaderImpl *)vshader)->baseShader.load_local_constsF)
if (vshader && !vshader->baseShader.load_local_constsF)
{
hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
}