wined3d: Pass a wined3d_vec4 structure to walk_constant_heap().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -551,7 +551,7 @@ static void shader_glsl_load_samplers(const struct wined3d_gl_info *gl_info,
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}
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/* Context activation is done by the caller. */
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static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants,
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static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const struct wined3d_vec4 *constants,
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const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
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{
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unsigned int start = ~0U, end = 0;
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@ -620,7 +620,7 @@ static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, con
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}
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}
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if (start <= end)
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GL_EXTCALL(glUniform4fv(constant_locations[start], end - start + 1, &constants[start * 4]));
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GL_EXTCALL(glUniform4fv(constant_locations[start], end - start + 1, &constants[start].x));
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checkGLcall("walk_constant_heap()");
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}
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@ -712,7 +712,8 @@ static void shader_glsl_load_constantsF(const struct wined3d_shader *shader, con
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walk_constant_heap_clamped(gl_info, (const struct wined3d_vec4 *)constants,
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constant_locations, heap, stack, version);
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else
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walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
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walk_constant_heap(gl_info, (const struct wined3d_vec4 *)constants,
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constant_locations, heap, stack, version);
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if (!shader->load_local_constsF)
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{
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