wined3d: Pass a wined3d_context_gl structure to shader_glsl_generate_pshader().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2019-06-28 01:54:24 +04:30 committed by Alexandre Julliard
parent cb9e8fcc87
commit c65d522f91
1 changed files with 9 additions and 9 deletions

View File

@ -7518,17 +7518,16 @@ static void shader_glsl_generate_ps_epilogue(const struct wined3d_gl_info *gl_in
}
/* Context activation is done by the caller. */
static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
static GLuint shader_glsl_generate_fragment_shader(const struct wined3d_context_gl *context_gl,
struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
const struct wined3d_shader *shader,
const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
const struct wined3d_shader *shader, const struct ps_compile_args *args,
struct ps_np2fixup_info *np2fixup_info)
{
const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
const struct wined3d_shader_version *version = &reg_maps->shader_version;
const char *prefix = shader_glsl_get_prefix(version->type);
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
const BOOL legacy_syntax = needs_legacy_glsl_syntax(gl_info);
const char *prefix = shader_glsl_get_prefix(version->type);
unsigned int i, extra_constants_needed = 0;
struct shader_glsl_ctx_priv priv_ctx;
GLuint shader_id;
@ -7683,7 +7682,7 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
{
if (gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
{
if (context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
if (context_gl->c.d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
shader_addline(buffer, "layout(%spixel_center_integer) in vec4 gl_FragCoord;\n",
args->render_offscreen ? "" : "origin_upper_left, ");
else if (!args->render_offscreen)
@ -7765,7 +7764,7 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
{
if (gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
shader_addline(buffer, "vpos = gl_FragCoord;\n");
else if (context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
else if (context_gl->c.d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
shader_addline(buffer,
"vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
else
@ -8384,6 +8383,7 @@ static GLuint find_glsl_pshader(const struct wined3d_context *context,
struct wined3d_shader *shader,
const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
{
const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
struct glsl_ps_compiled_shader *gl_shaders, *new_array;
struct glsl_shader_private *shader_data;
struct ps_np2fixup_info *np2fixup;
@ -8448,7 +8448,7 @@ static GLuint find_glsl_pshader(const struct wined3d_context *context,
pixelshader_update_resource_types(shader, args->tex_types);
string_buffer_clear(buffer);
ret = shader_glsl_generate_pshader(context, buffer, string_buffers, shader, args, np2fixup);
ret = shader_glsl_generate_fragment_shader(context_gl, buffer, string_buffers, shader, args, np2fixup);
gl_shaders[shader_data->num_gl_shaders++].id = ret;
return ret;