wined3d: Pass a wined3d_context_gl structure to find_arb_vs_compile_args().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2019-06-22 03:31:17 +04:30 committed by Alexandre Julliard
parent 620bb84551
commit 8c231b018b
1 changed files with 6 additions and 7 deletions

View File

@ -4470,18 +4470,17 @@ static void find_arb_ps_compile_args(const struct wined3d_state *state,
}
static void find_arb_vs_compile_args(const struct wined3d_state *state,
const struct wined3d_context *context, const struct wined3d_shader *shader,
const struct wined3d_context_gl *context_gl, const struct wined3d_shader *shader,
struct arb_vs_compile_args *args)
{
const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
const struct wined3d_device *device = shader->device;
const struct wined3d_adapter *adapter = device->adapter;
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_d3d_info *d3d_info = context->d3d_info;
int i;
WORD int_skip;
find_vs_compile_args(state, shader, context->stream_info.swizzle_map, &args->super, context);
find_vs_compile_args(state, shader, context_gl->c.stream_info.swizzle_map, &args->super, &context_gl->c);
args->clip.boolclip_compare = 0;
if (use_ps(state))
@ -4496,7 +4495,7 @@ static void find_arb_vs_compile_args(const struct wined3d_state *state,
{
args->ps_signature = ~0;
if (!d3d_info->vs_clipping && adapter->fragment_pipe == &arbfp_fragment_pipeline)
args->clip.boolclip.clip_texcoord = ffp_clip_emul(context) ? d3d_info->limits.ffp_blend_stages : 0;
args->clip.boolclip.clip_texcoord = ffp_clip_emul(&context_gl->c) ? d3d_info->limits.ffp_blend_stages : 0;
/* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
}
@ -4632,7 +4631,7 @@ static void shader_arb_select(void *shader_priv, struct wined3d_context *context
const struct wined3d_shader_signature *ps_input_sig;
TRACE("Using vertex shader %p\n", vs);
find_arb_vs_compile_args(state, context, vs, &compile_args);
find_arb_vs_compile_args(state, context_gl, vs, &compile_args);
/* Instead of searching for the signature in the signature list, read the one from the
* current pixel shader. It's maybe not the shader where the signature came from, but it