wined3d: Add load_np2fixup_constants function to shader backend.
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@ -173,6 +173,16 @@ static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, con
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}
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}
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/**
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* Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
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*/
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static void shader_arb_load_np2fixup_constants(
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IWineD3DDevice* device,
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char usePixelShader,
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char useVertexShader) {
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/* not implemented */
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}
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/**
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* Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
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*
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@ -2306,6 +2316,7 @@ const shader_backend_t arb_program_shader_backend = {
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shader_arb_update_float_vertex_constants,
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shader_arb_update_float_pixel_constants,
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shader_arb_load_constants,
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shader_arb_load_np2fixup_constants,
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shader_arb_destroy,
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shader_arb_alloc,
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shader_arb_free,
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@ -1094,6 +1094,7 @@ static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
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static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
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static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
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static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
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static void shader_none_load_np2fixup_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
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static void shader_none_destroy(IWineD3DBaseShader *iface) {}
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static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
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static void shader_none_free(IWineD3DDevice *iface) {}
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@ -1143,6 +1144,7 @@ const shader_backend_t none_shader_backend = {
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shader_none_update_float_vertex_constants,
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shader_none_update_float_pixel_constants,
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shader_none_load_constants,
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shader_none_load_np2fixup_constants,
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shader_none_destroy,
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shader_none_alloc,
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shader_none_free,
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@ -482,6 +482,16 @@ static void reset_program_constant_version(void *value, void *context)
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entry->constant_version = 0;
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}
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/**
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* Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
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*/
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static void shader_glsl_load_np2fixup_constants(
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IWineD3DDevice* device,
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char usePixelShader,
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char useVertexShader) {
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/* not implemented */
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}
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/**
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* Loads the app-supplied constants into the currently set GLSL program.
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*/
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@ -4281,6 +4291,7 @@ const shader_backend_t glsl_shader_backend = {
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shader_glsl_update_float_vertex_constants,
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shader_glsl_update_float_pixel_constants,
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shader_glsl_load_constants,
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shader_glsl_load_np2fixup_constants,
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shader_glsl_destroy,
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shader_glsl_alloc,
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shader_glsl_free,
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@ -562,6 +562,7 @@ typedef struct {
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void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
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void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
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void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
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void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
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void (*shader_destroy)(IWineD3DBaseShader *iface);
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HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
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void (*shader_free_private)(IWineD3DDevice *iface);
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