wined3d: Access gl_info and d3d_info from the context in find_arb_*_compile_args.
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@ -4472,11 +4472,11 @@ 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_shader *shader, struct arb_ps_compile_args *args)
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const struct wined3d_context *context, const struct wined3d_shader *shader,
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struct arb_ps_compile_args *args)
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{
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struct wined3d_device *device = shader->device;
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
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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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int i;
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WORD int_skip;
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@ -4528,12 +4528,13 @@ static void find_arb_ps_compile_args(const struct wined3d_state *state,
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}
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static void find_arb_vs_compile_args(const struct wined3d_state *state,
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const struct wined3d_shader *shader, struct arb_vs_compile_args *args)
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const struct wined3d_context *context, const struct wined3d_shader *shader,
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struct arb_vs_compile_args *args)
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{
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struct wined3d_device *device = shader->device;
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const struct wined3d_adapter *adapter = device->adapter;
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const struct wined3d_gl_info *gl_info = &adapter->gl_info;
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const struct wined3d_d3d_info *d3d_info = &adapter->d3d_info;
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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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int i;
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WORD int_skip;
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@ -4623,7 +4624,7 @@ static void shader_arb_select(const struct wined3d_context *context, enum wined3
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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, ps, &compile_args);
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find_arb_ps_compile_args(state, context, ps, &compile_args);
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compiled = find_arb_pshader(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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@ -4688,7 +4689,7 @@ static void shader_arb_select(const struct wined3d_context *context, enum wined3
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struct arb_vs_compiled_shader *compiled;
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TRACE("Using vertex shader %p\n", vs);
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find_arb_vs_compile_args(state, vs, &compile_args);
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find_arb_vs_compile_args(state, context, vs, &compile_args);
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compiled = find_arb_vshader(vs, &compile_args);
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priv->current_vprogram_id = compiled->prgId;
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priv->compiled_vprog = compiled;
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