wined3d: Store implementation pointers in glsl_program_key_t.

This commit is contained in:
Henri Verbeet 2010-12-13 17:58:46 +01:00 committed by Alexandre Julliard
parent dd1ba15ec7
commit d6446c7a97
1 changed files with 12 additions and 12 deletions

View File

@ -118,8 +118,8 @@ struct glsl_shader_prog_link {
};
typedef struct {
IWineD3DVertexShader *vshader;
IWineD3DPixelShader *pshader;
IWineD3DVertexShaderImpl *vshader;
IWineD3DPixelShaderImpl *pshader;
struct ps_compile_args ps_args;
struct vs_compile_args vs_args;
} glsl_program_key_t;
@ -3691,8 +3691,8 @@ static void shader_glsl_input_pack(IWineD3DPixelShader *iface, struct wined3d_sh
static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
glsl_program_key_t key;
key.vshader = (IWineD3DVertexShader *)entry->vshader;
key.pshader = (IWineD3DPixelShader *)entry->pshader;
key.vshader = entry->vshader;
key.pshader = entry->pshader;
key.vs_args = entry->vs_args;
key.ps_args = entry->ps_args;
@ -3708,8 +3708,8 @@ static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_p
struct wine_rb_entry *entry;
glsl_program_key_t key;
key.vshader = vshader;
key.pshader = pshader;
key.vshader = (IWineD3DVertexShaderImpl *)vshader;
key.pshader = (IWineD3DPixelShaderImpl *)pshader;
key.vs_args = *vs_args;
key.ps_args = *ps_args;
@ -3723,8 +3723,8 @@ static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struc
{
glsl_program_key_t key;
key.vshader = (IWineD3DVertexShader *)entry->vshader;
key.pshader = (IWineD3DPixelShader *)entry->pshader;
key.vshader = entry->vshader;
key.pshader = entry->pshader;
key.vs_args = entry->vs_args;
key.ps_args = entry->ps_args;
wine_rb_remove(&priv->program_lookup, &key);
@ -4788,11 +4788,11 @@ static int glsl_program_key_compare(const void *key, const struct wine_rb_entry
const struct glsl_shader_prog_link, program_lookup_entry);
int cmp;
if (k->vshader > (IWineD3DVertexShader *)prog->vshader) return 1;
else if (k->vshader < (IWineD3DVertexShader *)prog->vshader) return -1;
if (k->vshader > prog->vshader) return 1;
else if (k->vshader < prog->vshader) return -1;
if (k->pshader > (IWineD3DPixelShader *)prog->pshader) return 1;
else if (k->pshader < (IWineD3DPixelShader *)prog->pshader) return -1;
if (k->pshader > prog->pshader) return 1;
else if (k->pshader < prog->pshader) return -1;
if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;