wined3d: Pass a gl_info pointer to select_shader_backend().
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@ -2152,11 +2152,11 @@ static const struct fragment_pipeline *select_fragment_implementation(const stru
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else return &ffp_fragment_pipeline;
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}
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static const struct wined3d_shader_backend_ops *select_shader_backend(struct wined3d_adapter *adapter)
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static const struct wined3d_shader_backend_ops *select_shader_backend(const struct wined3d_gl_info *gl_info)
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{
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int vs_selected_mode, ps_selected_mode;
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select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
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select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
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if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
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if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
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return &none_shader_backend;
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@ -2599,7 +2599,7 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
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LEAVE_GL();
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adapter->fragment_pipe = select_fragment_implementation(gl_info);
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adapter->shader_backend = select_shader_backend(adapter);
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adapter->shader_backend = select_shader_backend(gl_info);
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adapter->blitter = select_blit_implementation(adapter);
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adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
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