wined3d: Pass implementation pointers to generate_param_reorder_function().

This commit is contained in:
Henri Verbeet 2010-12-13 17:58:44 +01:00 committed by Alexandre Julliard
parent 77beea98b9
commit b0bc24eec3
1 changed files with 2 additions and 5 deletions

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