wined3d: Pass a wined3d_state structure to find_arb_vs_compile_args().
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@ -4445,14 +4445,13 @@ static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWi
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}
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}
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static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
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struct arb_vs_compile_args *args)
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static void find_arb_vs_compile_args(const struct wined3d_state *state,
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IWineD3DVertexShaderImpl *shader, struct arb_vs_compile_args *args)
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{
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int i;
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WORD int_skip;
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IWineD3DDeviceImpl *dev = (IWineD3DDeviceImpl *)shader->baseShader.device;
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const struct wined3d_gl_info *gl_info = &dev->adapter->gl_info;
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const struct wined3d_state *state = &stateblock->state;
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find_vs_compile_args(state, shader, &args->super);
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@ -4528,13 +4527,15 @@ static void shader_arb_select(const struct wined3d_context *context, BOOL usePS,
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IWineD3DDeviceImpl *This = context->swapchain->device;
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struct shader_arb_priv *priv = This->shader_priv;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_state *state = &This->stateBlock->state;
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int i;
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/* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
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if (usePS) {
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if (usePS)
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{
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IWineD3DPixelShaderImpl *ps = state->pixel_shader;
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struct arb_ps_compile_args compile_args;
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struct arb_ps_compiled_shader *compiled;
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IWineD3DPixelShaderImpl *ps = This->stateBlock->state.pixel_shader;
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TRACE("Using pixel shader %p.\n", ps);
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find_arb_ps_compile_args(ps, This->stateBlock, &compile_args);
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@ -4587,13 +4588,14 @@ static void shader_arb_select(const struct wined3d_context *context, BOOL usePS,
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priv->current_fprogram_id = 0;
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}
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if (useVS) {
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if (useVS)
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{
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IWineD3DVertexShaderImpl *vs = state->vertex_shader;
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struct arb_vs_compile_args compile_args;
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struct arb_vs_compiled_shader *compiled;
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IWineD3DVertexShaderImpl *vs = This->stateBlock->state.vertex_shader;
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TRACE("Using vertex shader %p\n", vs);
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find_arb_vs_compile_args(vs, This->stateBlock, &compile_args);
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find_arb_vs_compile_args(state, vs, &compile_args);
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compiled = find_arb_vshader(vs, &compile_args);
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priv->current_vprogram_id = compiled->prgId;
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priv->compiled_vprog = compiled;
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