wined3d: Pass fully initialized shader objects to CS.
It shouldn't matter right now, but it might be an issue when we start to precompile other shader types than compute shaders. Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -3685,8 +3685,6 @@ static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device
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shader->load_local_constsF = shader->lconst_inf_or_nan;
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wined3d_cs_init_object(shader->device->cs, wined3d_shader_init_object, shader);
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return hr;
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}
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@ -4118,6 +4116,8 @@ HRESULT CDECL wined3d_shader_create_cs(struct wined3d_device *device, const stru
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return hr;
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}
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wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
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TRACE("Created compute shader %p.\n", object);
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*shader = object;
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@ -4143,6 +4143,8 @@ HRESULT CDECL wined3d_shader_create_ds(struct wined3d_device *device, const stru
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return hr;
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}
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wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
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TRACE("Created domain shader %p.\n", object);
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*shader = object;
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@ -4169,6 +4171,8 @@ HRESULT CDECL wined3d_shader_create_gs(struct wined3d_device *device, const stru
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return hr;
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}
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wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
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TRACE("Created geometry shader %p.\n", object);
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*shader = object;
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@ -4194,6 +4198,8 @@ HRESULT CDECL wined3d_shader_create_hs(struct wined3d_device *device, const stru
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return hr;
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}
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wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
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TRACE("Created hull shader %p.\n", object);
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*shader = object;
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@ -4219,6 +4225,8 @@ HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const stru
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return hr;
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}
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wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
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TRACE("Created pixel shader %p.\n", object);
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*shader = object;
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@ -4244,6 +4252,8 @@ HRESULT CDECL wined3d_shader_create_vs(struct wined3d_device *device, const stru
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return hr;
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}
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wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
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TRACE("Created vertex shader %p.\n", object);
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*shader = object;
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