wined3d: Add GLSL helper functions to Device.
- Add functions to attach & detach shader objects, create and delete programs, and maintain the list of programs. - Add a list of GLSL shader programs to the device which is initialized on Init3D(), and deleted on Release().
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@ -24,12 +24,14 @@
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*/
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*/
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#include "config.h"
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#include "config.h"
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#include <stdio.h>
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#ifdef HAVE_FLOAT_H
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#ifdef HAVE_FLOAT_H
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# include <float.h>
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# include <float.h>
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#endif
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#endif
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#include "wined3d_private.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
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#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
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#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
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/* Define the default light parameters as specified by MSDN */
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/* Define the default light parameters as specified by MSDN */
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@ -238,6 +240,183 @@ static void setup_light(IWineD3DDevice *iface, LONG Index, PLIGHTINFOEL *lightIn
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glPopMatrix();
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glPopMatrix();
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}
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}
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/**********************************************************
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* GLSL helper functions follow
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**********************************************************/
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/** Attach a GLSL pixel or vertex shader object to the shader program */
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static void attach_glsl_shader(IWineD3DDevice *iface, IWineD3DBaseShader* shader) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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GLhandleARB shaderObj = ((IWineD3DBaseShaderImpl*)shader)->baseShader.prgId;
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if (This->stateBlock->shaderPrgId != 0 && shaderObj != 0) {
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TRACE_(d3d_shader)("Attaching GLSL shader object %u to program %u\n", shaderObj, This->stateBlock->shaderPrgId);
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GL_EXTCALL(glAttachObjectARB(This->stateBlock->shaderPrgId, shaderObj));
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checkGLcall("glAttachObjectARB");
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}
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}
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/** Sets the GLSL program ID for the given pixel and vertex shader combination.
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* It sets the programId on the current StateBlock (because it should be called
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* inside of the DrawPrimitive() part of the render loop).
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*
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* If a program for the given combination does not exist, create one, and store
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* the program in the list. If it creates a program, it will link the given
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* objects, too.
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*
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* We keep the shader programs around on a list because linking
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* shader objects together is an expensive operation. It's much
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* faster to loop through a list of pre-compiled & linked programs
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* each time that the application sets a new pixel or vertex shader
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* than it is to re-link them together at that time.
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*
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* The list will be deleted in IWineD3DDevice::Release().
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*/
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void set_glsl_shader_program(IWineD3DDevice *iface) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
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IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
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struct glsl_shader_prog_link *curLink = NULL;
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struct glsl_shader_prog_link *newLink = NULL;
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struct list *ptr = NULL;
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GLhandleARB programId = 0;
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if (NULL == vshader && NULL == pshader) {
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/* No pixel or vertex shader specified */
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This->stateBlock->shaderPrgId = 0;
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return;
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}
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ptr = list_head( &This->glsl_shader_progs );
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while (ptr) {
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/* At least one program exists - see if it matches our ps/vs combination */
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curLink = LIST_ENTRY( ptr, struct glsl_shader_prog_link, entry );
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if (vshader == curLink->vertexShader && pshader == curLink->pixelShader) {
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/* Existing Program found, use it */
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TRACE_(d3d_shader)("Found existing program (%u) for this vertex/pixel shader combination\n",
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curLink->programId);
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This->stateBlock->shaderPrgId = curLink->programId;
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return;
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}
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/* This isn't the entry we need - try the next one */
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ptr = list_next( &This->glsl_shader_progs, ptr );
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}
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/* If we get to this point, then no matching program exists, so we create one */
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programId = GL_EXTCALL(glCreateProgramObjectARB());
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TRACE_(d3d_shader)("Created new GLSL shader program %u\n", programId);
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This->stateBlock->shaderPrgId = programId;
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if (NULL != vshader) {
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int i;
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int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
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char tmp_name[10];
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attach_glsl_shader(iface, (IWineD3DBaseShader*)vshader);
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/* Bind vertex attributes to a corresponding index number to match
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* the same index numbers as ARB_vertex_programs (makes loading
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* vertex attributes simpler). With this method, we can use the
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* exact same code to load the attributes later for both ARB and
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* GLSL shaders.
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*
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* We have to do this here because we need to know the Program ID
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* in order to make the bindings work, and it has to be done prior
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* to linking the GLSL program. */
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for (i = 0; i < max_attribs; ++i) {
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snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
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GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
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}
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checkGLcall("glBindAttribLocationARB");
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}
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if (NULL != pshader) {
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attach_glsl_shader(iface, (IWineD3DBaseShader*)pshader);
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}
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/* Link the program */
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TRACE_(d3d_shader)("Linking GLSL shader program %u\n", programId);
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GL_EXTCALL(glLinkProgramARB(programId));
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print_glsl_info_log(&GLINFO_LOCATION, programId);
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/* Now, we add a list item to associate this program with the vertex and
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* pixel shaders that it is attached to.
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*
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* These list items will be deleted when the device is released.
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*/
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newLink = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
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newLink->programId = programId;
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newLink->pixelShader = pshader;
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newLink->vertexShader = vshader;
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list_add_head( &This->glsl_shader_progs, &newLink->entry);
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return;
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}
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/** Detach the GLSL pixel or vertex shader object from the shader program */
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static void detach_glsl_shader(IWineD3DDevice *iface, GLhandleARB shaderObj, GLhandleARB programId) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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if (shaderObj != 0 && programId != 0) {
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TRACE_(d3d_shader)("Detaching GLSL shader object %u from program %u\n", shaderObj, programId);
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GL_EXTCALL(glDetachObjectARB(programId, shaderObj));
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checkGLcall("glDetachObjectARB");
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}
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}
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/** Delete a GLSL shader program */
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static void delete_glsl_shader_program(IWineD3DDevice *iface, GLhandleARB obj) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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if (obj != 0) {
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TRACE_(d3d_shader)("Deleting GLSL shader program %u\n", obj);
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GL_EXTCALL(glDeleteObjectARB(obj));
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checkGLcall("glDeleteObjectARB");
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}
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}
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/** Delete the list of linked programs this shader is associated with.
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* Also at this point, check to see if there are any objects left attached
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* to each GLSL program. If not, delete the GLSL program object.
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* This will be run when a device is released. */
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static void delete_glsl_shader_list(IWineD3DDevice* iface) {
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struct list *ptr = NULL;
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struct glsl_shader_prog_link *curLink = NULL;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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int numAttached = 0;
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int i;
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GLhandleARB objList[2]; /* There should never be more than 2 objects attached
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(one pixel shader and one vertex shader at most) */
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ptr = list_head( &This->glsl_shader_progs );
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while (ptr) {
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/* First, get the current item,
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* save the link to the next pointer,
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* detach and delete shader objects,
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* then de-allocate the list item's memory */
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curLink = LIST_ENTRY( ptr, struct glsl_shader_prog_link, entry );
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ptr = list_next( &This->glsl_shader_progs, ptr );
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/* See if this object is still attached to the program - it may have been detached already */
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GL_EXTCALL(glGetAttachedObjectsARB(curLink->programId, 2, &numAttached, objList));
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TRACE_(d3d_shader)("%i GLSL objects are currently attached to program %u\n", numAttached, curLink->programId);
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for (i = 0; i < numAttached; i++) {
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detach_glsl_shader(iface, objList[i], curLink->programId);
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}
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delete_glsl_shader_program(iface, curLink->programId);
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/* Free the memory for this list item */
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HeapFree(GetProcessHeap(), 0, curLink);
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}
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}
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/* Apply the current values to the specified texture stage */
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/* Apply the current values to the specified texture stage */
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void WINAPI IWineD3DDeviceImpl_SetupTextureStates(IWineD3DDevice *iface, DWORD Sampler, DWORD Flags) {
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void WINAPI IWineD3DDeviceImpl_SetupTextureStates(IWineD3DDevice *iface, DWORD Sampler, DWORD Flags) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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@ -387,6 +566,11 @@ ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
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/* NOTE: You must release the parent if the object was created via a callback
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/* NOTE: You must release the parent if the object was created via a callback
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** ***************************/
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** ***************************/
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/* Delete any GLSL shader programs that may exist */
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if (wined3d_settings.shader_mode == SHADER_GLSL) {
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delete_glsl_shader_list(iface);
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}
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/* Release the update stateblock */
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/* Release the update stateblock */
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if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
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if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
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if(This->updateStateBlock != This->stateBlock)
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if(This->updateStateBlock != This->stateBlock)
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@ -1737,6 +1921,9 @@ HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPRESENT_P
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#endif
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#endif
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LEAVE_GL();
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LEAVE_GL();
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/* Initialize our list of GLSL programs */
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list_init(&This->glsl_shader_progs);
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{ /* Set a default viewport */
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{ /* Set a default viewport */
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D3DVIEWPORT9 vp;
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D3DVIEWPORT9 vp;
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vp.X = 0;
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vp.X = 0;
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