wined3d: Use BOOL instead of char in shader_load_constants().
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@ -635,7 +635,7 @@ static void shader_arb_select(const struct wined3d_context *context, BOOL usePS,
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*/
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/* GL locking is done by the caller (state handler) */
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static void shader_arb_load_constants_internal(const struct wined3d_context *context,
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char usePixelShader, char useVertexShader, BOOL from_shader_select)
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BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
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{
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struct wined3d_device *device = context->swapchain->device;
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const struct wined3d_stateblock *stateblock = device->stateBlock;
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@ -703,7 +703,7 @@ static void shader_arb_load_constants_internal(const struct wined3d_context *con
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}
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}
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static void shader_arb_load_constants(const struct wined3d_context *context, char ps, char vs)
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static void shader_arb_load_constants(const struct wined3d_context *context, BOOL ps, BOOL vs)
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{
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shader_arb_load_constants_internal(context, ps, vs, FALSE);
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}
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@ -712,7 +712,7 @@ static void shader_glsl_load_np2fixup_constants(void *shader_priv,
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*/
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/* GL locking is done by the caller (state handler) */
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static void shader_glsl_load_constants(const struct wined3d_context *context,
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char usePixelShader, char useVertexShader)
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BOOL usePixelShader, BOOL useVertexShader)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct wined3d_device *device = context->swapchain->device;
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@ -1487,7 +1487,7 @@ static void shader_none_select_depth_blt(void *shader_priv, const struct wined3d
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static void shader_none_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) {}
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static void shader_none_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) {}
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static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {}
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static void shader_none_load_constants(const struct wined3d_context *context, char usePS, char useVS) {}
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static void shader_none_load_constants(const struct wined3d_context *context, BOOL usePS, BOOL useVS) {}
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static void shader_none_load_np2fixup_constants(void *shader_priv,
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const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) {}
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static void shader_none_destroy(struct wined3d_shader *shader) {}
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@ -769,7 +769,7 @@ struct wined3d_shader_backend_ops
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void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
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void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
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void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
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void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
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void (*shader_load_constants)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
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void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info,
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const struct wined3d_state *state);
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void (*shader_destroy)(struct wined3d_shader *shader);
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