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>
This commit is contained in:
parent
633cd82a3d
commit
84f8bf2400
|
@ -799,16 +799,16 @@ static void shader_glsl_load_images(const struct wined3d_gl_info *gl_info, struc
|
|||
}
|
||||
|
||||
/* Context activation is done by the caller. */
|
||||
static void shader_glsl_load_program_resources(const struct wined3d_context *context,
|
||||
static void shader_glsl_load_program_resources(const struct wined3d_context_gl *context_gl,
|
||||
struct shader_glsl_priv *priv, GLuint program_id, const struct wined3d_shader *shader)
|
||||
{
|
||||
const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
|
||||
|
||||
shader_glsl_init_uniform_block_bindings(context->gl_info, priv, program_id, reg_maps);
|
||||
shader_glsl_load_icb(context->gl_info, priv, program_id, reg_maps);
|
||||
shader_glsl_init_uniform_block_bindings(context_gl->c.gl_info, priv, program_id, reg_maps);
|
||||
shader_glsl_load_icb(context_gl->c.gl_info, priv, program_id, reg_maps);
|
||||
/* Texture unit mapping is set up to be the same each time the shader
|
||||
* program is used so we can hardcode the sampler uniform values. */
|
||||
shader_glsl_load_samplers(context, priv, program_id, reg_maps);
|
||||
shader_glsl_load_samplers(&context_gl->c, priv, program_id, reg_maps);
|
||||
}
|
||||
|
||||
static void append_transform_feedback_varying(const char **varyings, unsigned int *varying_count,
|
||||
|
@ -9966,6 +9966,7 @@ static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *
|
|||
static HRESULT shader_glsl_compile_compute_shader(struct shader_glsl_priv *priv,
|
||||
const struct wined3d_context *context, struct wined3d_shader *shader)
|
||||
{
|
||||
const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
|
||||
struct glsl_context_data *ctx_data = context->shader_backend_data;
|
||||
struct wined3d_string_buffer *buffer = &priv->shader_buffer;
|
||||
const struct wined3d_gl_info *gl_info = context->gl_info;
|
||||
|
@ -10033,7 +10034,7 @@ static HRESULT shader_glsl_compile_compute_shader(struct shader_glsl_priv *priv,
|
|||
|
||||
GL_EXTCALL(glUseProgram(program_id));
|
||||
checkGLcall("glUseProgram");
|
||||
shader_glsl_load_program_resources(context, priv, program_id, shader);
|
||||
shader_glsl_load_program_resources(context_gl, priv, program_id, shader);
|
||||
shader_glsl_load_images(gl_info, priv, program_id, &shader->reg_maps);
|
||||
|
||||
entry->constant_update_mask = 0;
|
||||
|
@ -10092,6 +10093,7 @@ static void set_glsl_compute_shader_program(const struct wined3d_context *contex
|
|||
static void set_glsl_shader_program(const struct wined3d_context *context, const struct wined3d_state *state,
|
||||
struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data)
|
||||
{
|
||||
const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
|
||||
const struct wined3d_d3d_info *d3d_info = context->d3d_info;
|
||||
const struct wined3d_gl_info *gl_info = context->gl_info;
|
||||
const struct wined3d_shader *pre_rasterization_shader;
|
||||
|
@ -10414,7 +10416,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
|
|||
if (entry->vs.base_vertex_id_location != -1)
|
||||
entry->constant_update_mask |= WINED3D_SHADER_CONST_BASE_VERTEX_ID;
|
||||
|
||||
shader_glsl_load_program_resources(context, priv, program_id, vshader);
|
||||
shader_glsl_load_program_resources(context_gl, priv, program_id, vshader);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -10452,14 +10454,14 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
|
|||
entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
|
||||
|
||||
if (hshader)
|
||||
shader_glsl_load_program_resources(context, priv, program_id, hshader);
|
||||
shader_glsl_load_program_resources(context_gl, priv, program_id, hshader);
|
||||
|
||||
if (dshader)
|
||||
{
|
||||
if (entry->ds.pos_fixup_location != -1)
|
||||
entry->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
|
||||
|
||||
shader_glsl_load_program_resources(context, priv, program_id, dshader);
|
||||
shader_glsl_load_program_resources(context_gl, priv, program_id, dshader);
|
||||
}
|
||||
|
||||
if (gshader)
|
||||
|
@ -10467,7 +10469,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
|
|||
if (entry->gs.pos_fixup_location != -1)
|
||||
entry->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
|
||||
|
||||
shader_glsl_load_program_resources(context, priv, program_id, gshader);
|
||||
shader_glsl_load_program_resources(context_gl, priv, program_id, gshader);
|
||||
}
|
||||
|
||||
if (ps_id)
|
||||
|
@ -10482,7 +10484,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
|
|||
if (entry->ps.ycorrection_location != -1)
|
||||
entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR;
|
||||
|
||||
shader_glsl_load_program_resources(context, priv, program_id, pshader);
|
||||
shader_glsl_load_program_resources(context_gl, priv, program_id, pshader);
|
||||
shader_glsl_load_images(gl_info, priv, program_id, &pshader->reg_maps);
|
||||
}
|
||||
else
|
||||
|
|
Loading…
Reference in New Issue