wined3d: Pass position_transformed and gl_info to find_ps_compile_args.
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@ -4521,12 +4521,13 @@ static void find_arb_ps_compile_args(const struct wined3d_state *state,
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const struct wined3d_context *context, const struct wined3d_shader *shader,
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struct arb_ps_compile_args *args)
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{
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const struct wined3d_device *device = shader->device;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_d3d_info *d3d_info = context->d3d_info;
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int i;
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WORD int_skip;
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find_ps_compile_args(state, shader, &args->super);
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find_ps_compile_args(state, shader, device->stream_info.position_transformed, &args->super, gl_info);
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/* This forces all local boolean constants to 1 to make them stateblock independent */
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args->bools = shader->reg_maps.local_bool_consts;
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@ -5837,7 +5837,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
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{
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struct ps_compile_args ps_compile_args;
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pshader = state->pixel_shader;
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find_ps_compile_args(state, pshader, &ps_compile_args);
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find_ps_compile_args(state, pshader, device->stream_info.position_transformed, &ps_compile_args, gl_info);
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ps_id = find_glsl_pshader(context, &priv->shader_buffer,
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pshader, &ps_compile_args, &np2fixup_info);
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ps_list = &pshader->linked_programs;
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@ -2025,11 +2025,9 @@ static HRESULT geometryshader_init(struct wined3d_shader *shader, struct wined3d
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return WINED3D_OK;
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}
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void find_ps_compile_args(const struct wined3d_state *state,
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const struct wined3d_shader *shader, struct ps_compile_args *args)
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void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
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BOOL position_transformed, struct ps_compile_args *args, const struct wined3d_gl_info *gl_info)
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{
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struct wined3d_device *device = shader->device;
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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const struct wined3d_texture *texture;
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UINT i;
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@ -2158,7 +2156,7 @@ void find_ps_compile_args(const struct wined3d_state *state,
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}
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if (shader->reg_maps.shader_version.major >= 3)
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{
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if (device->stream_info.position_transformed)
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if (position_transformed)
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args->vp_mode = pretransformed;
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else if (use_vs(state))
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args->vp_mode = vertexshader;
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@ -2174,7 +2172,7 @@ void find_ps_compile_args(const struct wined3d_state *state,
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switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
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{
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case WINED3D_FOG_NONE:
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if (device->stream_info.position_transformed || use_vs(state))
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if (position_transformed || use_vs(state))
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{
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args->fog = WINED3D_FFP_PS_FOG_LINEAR;
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break;
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@ -2774,8 +2774,9 @@ struct wined3d_shader
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};
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void pixelshader_update_samplers(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
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void find_ps_compile_args(const struct wined3d_state *state,
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const struct wined3d_shader *shader, struct ps_compile_args *args) DECLSPEC_HIDDEN;
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void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
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BOOL position_transformed, struct ps_compile_args *args,
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const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
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void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
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WORD swizzle_map, struct vs_compile_args *args) DECLSPEC_HIDDEN;
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