wined3d: Store a gl_info pointer in struct shader_arb_ctx_priv.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -237,6 +237,7 @@ struct shader_arb_ctx_priv
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NV3
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} target_version;
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const struct wined3d_gl_info *gl_info;
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const struct arb_vs_compile_args *cur_vs_args;
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const struct arb_ps_compile_args *cur_ps_args;
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const struct arb_ps_compiled_shader *compiled_fprog;
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@ -1438,7 +1439,7 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD
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case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
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if (pshader && priv->cur_ps_args->super.np2_fixup & (1u << sampler_idx)
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&& ins->ctx->gl_info->supported[ARB_TEXTURE_RECTANGLE])
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&& priv->gl_info->supported[ARB_TEXTURE_RECTANGLE])
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tex_type = "RECT";
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else
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tex_type = "2D";
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@ -3301,7 +3302,7 @@ static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
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if(vshader)
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{
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if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
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priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
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priv->cur_vs_args, ins->ctx->reg_maps, priv->gl_info, buffer);
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}
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shader_addline(buffer, "RET;\n");
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@ -3555,6 +3556,7 @@ static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
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/* Create the hw ARB shader */
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memset(&priv_ctx, 0, sizeof(priv_ctx));
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priv_ctx.gl_info = gl_info;
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priv_ctx.cur_ps_args = args;
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priv_ctx.compiled_fprog = compiled;
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priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
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@ -4113,6 +4115,7 @@ static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
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unsigned int i;
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memset(&priv_ctx, 0, sizeof(priv_ctx));
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priv_ctx.gl_info = gl_info;
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priv_ctx.cur_vs_args = args;
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list_init(&priv_ctx.control_frames);
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init_output_registers(shader, ps_input_sig, &priv_ctx, compiled);
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@ -2624,7 +2624,6 @@ HRESULT shader_generate_code(const struct wined3d_shader *shader, struct wined3d
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state.in_subroutine = FALSE;
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ctx.shader = shader;
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ctx.gl_info = &device->adapter->gl_info;
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ctx.reg_maps = reg_maps;
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ctx.buffer = buffer;
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ctx.tex_mx = &tex_mx;
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@ -79,6 +79,7 @@
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struct wined3d_fragment_pipe_ops;
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struct wined3d_adapter;
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struct wined3d_context;
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struct wined3d_gl_info;
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struct wined3d_state;
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struct wined3d_swapchain_gl;
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struct wined3d_texture_gl;
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@ -1084,7 +1085,6 @@ struct wined3d_shader_parser_state
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struct wined3d_shader_context
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{
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const struct wined3d_shader *shader;
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const struct wined3d_gl_info *gl_info;
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const struct wined3d_shader_reg_maps *reg_maps;
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struct wined3d_string_buffer *buffer;
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struct wined3d_shader_tex_mx *tex_mx;
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