wined3d: Pass implementation pointers to generate_param_reorder_function().
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@ -3830,11 +3830,9 @@ static void handle_ps3_input(struct wined3d_shader_buffer *buffer,
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/* GL locking is done by the caller */
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static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
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IWineD3DVertexShader *vertexshader, IWineD3DPixelShader *pixelshader, const struct wined3d_gl_info *gl_info)
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IWineD3DVertexShaderImpl *vs, IWineD3DPixelShaderImpl *ps, const struct wined3d_gl_info *gl_info)
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{
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GLhandleARB ret = 0;
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IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
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IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
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DWORD ps_major = ps ? ps->baseShader.reg_maps.shader_version.major : 0;
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unsigned int i;
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const char *semantic_name;
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@ -4338,8 +4336,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
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WORD map = vshader->baseShader.reg_maps.input_registers;
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char tmp_name[10];
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reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer,
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(IWineD3DVertexShader *)vshader, (IWineD3DPixelShader *)pshader, gl_info);
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reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
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TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
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GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
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checkGLcall("glAttachObjectARB");
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