wined3d: Pass a wined3d_state structure to find_arb_vs_compile_args().

This commit is contained in:
Henri Verbeet 2010-09-29 12:20:46 +02:00 committed by Alexandre Julliard
parent e12f5ff08a
commit e5ef8057ea
1 changed files with 10 additions and 8 deletions

View File

@ -4445,14 +4445,13 @@ static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWi
}
}
static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
struct arb_vs_compile_args *args)
static void find_arb_vs_compile_args(const struct wined3d_state *state,
IWineD3DVertexShaderImpl *shader, struct arb_vs_compile_args *args)
{
int i;
WORD int_skip;
IWineD3DDeviceImpl *dev = (IWineD3DDeviceImpl *)shader->baseShader.device;
const struct wined3d_gl_info *gl_info = &dev->adapter->gl_info;
const struct wined3d_state *state = &stateblock->state;
find_vs_compile_args(state, shader, &args->super);
@ -4528,13 +4527,15 @@ static void shader_arb_select(const struct wined3d_context *context, BOOL usePS,
IWineD3DDeviceImpl *This = context->swapchain->device;
struct shader_arb_priv *priv = This->shader_priv;
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_state *state = &This->stateBlock->state;
int i;
/* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
if (usePS) {
if (usePS)
{
IWineD3DPixelShaderImpl *ps = state->pixel_shader;
struct arb_ps_compile_args compile_args;
struct arb_ps_compiled_shader *compiled;
IWineD3DPixelShaderImpl *ps = This->stateBlock->state.pixel_shader;
TRACE("Using pixel shader %p.\n", ps);
find_arb_ps_compile_args(ps, This->stateBlock, &compile_args);
@ -4587,13 +4588,14 @@ static void shader_arb_select(const struct wined3d_context *context, BOOL usePS,
priv->current_fprogram_id = 0;
}
if (useVS) {
if (useVS)
{
IWineD3DVertexShaderImpl *vs = state->vertex_shader;
struct arb_vs_compile_args compile_args;
struct arb_vs_compiled_shader *compiled;
IWineD3DVertexShaderImpl *vs = This->stateBlock->state.vertex_shader;
TRACE("Using vertex shader %p\n", vs);
find_arb_vs_compile_args(vs, This->stateBlock, &compile_args);
find_arb_vs_compile_args(state, vs, &compile_args);
compiled = find_arb_vshader(vs, &compile_args);
priv->current_vprogram_id = compiled->prgId;
priv->compiled_vprog = compiled;