wined3d: Pass a wined3d_state structure to find_vs_compile_args().
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@ -4454,7 +4454,7 @@ static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IW
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const struct wined3d_gl_info *gl_info = &dev->adapter->gl_info;
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const struct wined3d_state *state = &stateblock->state;
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find_vs_compile_args(shader, stateblock, &args->super);
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find_vs_compile_args(state, shader, &args->super);
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args->clip.boolclip_compare = 0;
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if (use_ps(state))
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@ -4279,8 +4279,9 @@ static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
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static void set_glsl_shader_program(const struct wined3d_context *context,
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IWineD3DDeviceImpl *device, BOOL use_ps, BOOL use_vs)
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{
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IWineD3DVertexShader *vshader = use_vs ? (IWineD3DVertexShader *)device->stateBlock->state.vertex_shader : NULL;
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IWineD3DPixelShader *pshader = use_ps ? (IWineD3DPixelShader *)device->stateBlock->state.pixel_shader : NULL;
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const struct wined3d_state *state = &device->stateBlock->state;
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IWineD3DVertexShader *vshader = use_vs ? (IWineD3DVertexShader *)state->vertex_shader : NULL;
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IWineD3DPixelShader *pshader = use_ps ? (IWineD3DPixelShader *)state->pixel_shader : NULL;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct shader_glsl_priv *priv = device->shader_priv;
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struct glsl_shader_prog_link *entry = NULL;
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@ -4291,7 +4292,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
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struct ps_compile_args ps_compile_args;
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struct vs_compile_args vs_compile_args;
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if (vshader) find_vs_compile_args((IWineD3DVertexShaderImpl *)vshader, device->stateBlock, &vs_compile_args);
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if (vshader) find_vs_compile_args(state, (IWineD3DVertexShaderImpl *)vshader, &vs_compile_args);
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if (pshader) find_ps_compile_args((IWineD3DPixelShaderImpl *)pshader, device->stateBlock, &ps_compile_args);
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entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
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@ -1706,13 +1706,13 @@ static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
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vertexshader_SetLocalConstantsF,
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};
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void find_vs_compile_args(IWineD3DVertexShaderImpl *shader,
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IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args)
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void find_vs_compile_args(const struct wined3d_state *state,
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IWineD3DVertexShaderImpl *shader, struct vs_compile_args *args)
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{
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args->fog_src = stateblock->state.render_states[WINED3DRS_FOGTABLEMODE]
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args->fog_src = state->render_states[WINED3DRS_FOGTABLEMODE]
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== WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
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args->clip_enabled = stateblock->state.render_states[WINED3DRS_CLIPPING]
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&& stateblock->state.render_states[WINED3DRS_CLIPPLANEENABLE];
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args->clip_enabled = state->render_states[WINED3DRS_CLIPPING]
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&& state->render_states[WINED3DRS_CLIPPLANEENABLE];
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args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
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}
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@ -2853,8 +2853,8 @@ typedef struct IWineD3DVertexShaderImpl {
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UINT rel_offset;
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} IWineD3DVertexShaderImpl;
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void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
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struct vs_compile_args *args) DECLSPEC_HIDDEN;
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void find_vs_compile_args(const struct wined3d_state *state,
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IWineD3DVertexShaderImpl *shader, struct vs_compile_args *args) DECLSPEC_HIDDEN;
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HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
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const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
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void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
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