wined3d: Pass a wined3d_context_gl structure to shader_glsl_load_program_resources().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -799,16 +799,16 @@ static void shader_glsl_load_images(const struct wined3d_gl_info *gl_info, struc
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}
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}
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/* Context activation is done by the caller. */
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/* Context activation is done by the caller. */
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static void shader_glsl_load_program_resources(const struct wined3d_context *context,
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static void shader_glsl_load_program_resources(const struct wined3d_context_gl *context_gl,
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struct shader_glsl_priv *priv, GLuint program_id, const struct wined3d_shader *shader)
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struct shader_glsl_priv *priv, GLuint program_id, const struct wined3d_shader *shader)
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{
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{
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const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
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const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
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shader_glsl_init_uniform_block_bindings(context->gl_info, priv, program_id, reg_maps);
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shader_glsl_init_uniform_block_bindings(context_gl->c.gl_info, priv, program_id, reg_maps);
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shader_glsl_load_icb(context->gl_info, priv, program_id, reg_maps);
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shader_glsl_load_icb(context_gl->c.gl_info, priv, program_id, reg_maps);
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/* Texture unit mapping is set up to be the same each time the shader
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/* Texture unit mapping is set up to be the same each time the shader
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* program is used so we can hardcode the sampler uniform values. */
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* program is used so we can hardcode the sampler uniform values. */
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shader_glsl_load_samplers(context, priv, program_id, reg_maps);
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shader_glsl_load_samplers(&context_gl->c, priv, program_id, reg_maps);
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}
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}
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static void append_transform_feedback_varying(const char **varyings, unsigned int *varying_count,
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static void append_transform_feedback_varying(const char **varyings, unsigned int *varying_count,
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@ -9966,6 +9966,7 @@ static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *
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static HRESULT shader_glsl_compile_compute_shader(struct shader_glsl_priv *priv,
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static HRESULT shader_glsl_compile_compute_shader(struct shader_glsl_priv *priv,
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const struct wined3d_context *context, struct wined3d_shader *shader)
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const struct wined3d_context *context, struct wined3d_shader *shader)
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{
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{
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const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
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struct glsl_context_data *ctx_data = context->shader_backend_data;
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struct glsl_context_data *ctx_data = context->shader_backend_data;
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struct wined3d_string_buffer *buffer = &priv->shader_buffer;
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struct wined3d_string_buffer *buffer = &priv->shader_buffer;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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@ -10033,7 +10034,7 @@ static HRESULT shader_glsl_compile_compute_shader(struct shader_glsl_priv *priv,
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GL_EXTCALL(glUseProgram(program_id));
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GL_EXTCALL(glUseProgram(program_id));
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checkGLcall("glUseProgram");
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checkGLcall("glUseProgram");
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shader_glsl_load_program_resources(context, priv, program_id, shader);
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shader_glsl_load_program_resources(context_gl, priv, program_id, shader);
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shader_glsl_load_images(gl_info, priv, program_id, &shader->reg_maps);
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shader_glsl_load_images(gl_info, priv, program_id, &shader->reg_maps);
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entry->constant_update_mask = 0;
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entry->constant_update_mask = 0;
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@ -10092,6 +10093,7 @@ static void set_glsl_compute_shader_program(const struct wined3d_context *contex
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static void set_glsl_shader_program(const struct wined3d_context *context, const struct wined3d_state *state,
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static void set_glsl_shader_program(const struct wined3d_context *context, const struct wined3d_state *state,
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struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data)
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struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data)
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{
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{
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const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
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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->d3d_info;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_shader *pre_rasterization_shader;
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const struct wined3d_shader *pre_rasterization_shader;
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@ -10414,7 +10416,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
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if (entry->vs.base_vertex_id_location != -1)
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if (entry->vs.base_vertex_id_location != -1)
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entry->constant_update_mask |= WINED3D_SHADER_CONST_BASE_VERTEX_ID;
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entry->constant_update_mask |= WINED3D_SHADER_CONST_BASE_VERTEX_ID;
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shader_glsl_load_program_resources(context, priv, program_id, vshader);
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shader_glsl_load_program_resources(context_gl, priv, program_id, vshader);
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}
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}
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else
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else
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{
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{
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@ -10452,14 +10454,14 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
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entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
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entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
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if (hshader)
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if (hshader)
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shader_glsl_load_program_resources(context, priv, program_id, hshader);
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shader_glsl_load_program_resources(context_gl, priv, program_id, hshader);
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if (dshader)
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if (dshader)
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{
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{
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if (entry->ds.pos_fixup_location != -1)
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if (entry->ds.pos_fixup_location != -1)
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entry->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
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entry->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
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shader_glsl_load_program_resources(context, priv, program_id, dshader);
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shader_glsl_load_program_resources(context_gl, priv, program_id, dshader);
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}
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}
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if (gshader)
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if (gshader)
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@ -10467,7 +10469,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
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if (entry->gs.pos_fixup_location != -1)
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if (entry->gs.pos_fixup_location != -1)
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entry->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
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entry->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
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shader_glsl_load_program_resources(context, priv, program_id, gshader);
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shader_glsl_load_program_resources(context_gl, priv, program_id, gshader);
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}
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}
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if (ps_id)
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if (ps_id)
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@ -10482,7 +10484,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
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if (entry->ps.ycorrection_location != -1)
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if (entry->ps.ycorrection_location != -1)
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entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR;
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entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR;
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shader_glsl_load_program_resources(context, priv, program_id, pshader);
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shader_glsl_load_program_resources(context_gl, priv, program_id, pshader);
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shader_glsl_load_images(gl_info, priv, program_id, &pshader->reg_maps);
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shader_glsl_load_images(gl_info, priv, program_id, &pshader->reg_maps);
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}
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}
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else
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else
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