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