wined3d: Don't pass the device to gen_ffp_frag_op.
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820c12c98f
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@ -6410,7 +6410,7 @@ static void fragment_prog_arbfp(struct wined3d_context *context, const struct wi
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{
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/* Find or create a shader implementing the fixed function pipeline
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* settings, then activate it. */
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gen_ffp_frag_op(device, state, &settings, FALSE);
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gen_ffp_frag_op(context, state, &settings, FALSE);
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desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
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if(!desc) {
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struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
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@ -844,7 +844,7 @@ static void set_tex_op_atifs(struct wined3d_context *context, const struct wined
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DWORD mapped_stage;
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unsigned int i;
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gen_ffp_frag_op(device, state, &settings, TRUE);
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gen_ffp_frag_op(context, state, &settings, TRUE);
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desc = (const struct atifs_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
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if(!desc) {
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struct atifs_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
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@ -5532,7 +5532,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, struc
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struct glsl_ffp_fragment_shader *ffp_shader;
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struct ffp_frag_settings settings;
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gen_ffp_frag_op(device, state, &settings, FALSE);
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gen_ffp_frag_op(context, state, &settings, FALSE);
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ffp_shader = shader_glsl_find_ffp_fragment_shader(priv, gl_info, &settings);
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ps_id = ffp_shader->id;
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ps_list = &ffp_shader->linked_programs;
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@ -3090,7 +3090,7 @@ DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
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return size;
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}
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void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_state *state,
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void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
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struct ffp_frag_settings *settings, BOOL ignore_textype)
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{
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#define ARG1 0x01
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@ -3130,8 +3130,8 @@ void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_s
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DWORD ttff;
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DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
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const struct wined3d_surface *rt = state->fb->render_targets[0];
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_d3d_info *d3d_info = context->d3d_info;
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for (i = 0; i < gl_info->limits.texture_stages; ++i)
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{
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@ -1674,7 +1674,7 @@ struct ffp_frag_desc
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extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
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extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
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void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_state *state,
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void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
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struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
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const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
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const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
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