wined3d: Const correctness fixes for glsl_shader.c.
This commit is contained in:
parent
d8f6e63541
commit
fecfddfb3a
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@ -56,7 +56,7 @@ typedef struct {
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/* GLSL shader private data */
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struct shader_glsl_priv {
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struct hash_table_t *glsl_program_lookup;
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struct glsl_shader_prog_link *glsl_program;
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const struct glsl_shader_prog_link *glsl_program;
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GLhandleARB depth_blt_program[tex_type_count];
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};
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@ -88,7 +88,8 @@ typedef struct {
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/** Prints the GLSL info log which will contain error messages if they exist */
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static void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) {
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static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
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{
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int infologLength = 0;
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char *infoLog;
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int i;
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@ -140,11 +141,8 @@ static void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) {
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/**
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* Loads (pixel shader) samplers
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*/
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static void shader_glsl_load_psamplers(
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WineD3D_GL_Info *gl_info,
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IWineD3DStateBlock* iface,
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GLhandleARB programId) {
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static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, IWineD3DStateBlock *iface, GLhandleARB programId)
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{
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IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
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GLhandleARB name_loc;
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int i;
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@ -166,7 +164,8 @@ static void shader_glsl_load_psamplers(
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}
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}
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static void shader_glsl_load_vsamplers(WineD3D_GL_Info *gl_info, IWineD3DStateBlock* iface, GLhandleARB programId) {
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static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, IWineD3DStateBlock *iface, GLhandleARB programId)
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{
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IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
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GLhandleARB name_loc;
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char sampler_name[20];
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@ -192,14 +191,15 @@ static void shader_glsl_load_vsamplers(WineD3D_GL_Info *gl_info, IWineD3DStateBl
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* Loads floating point constants (aka uniforms) into the currently set GLSL program.
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* When constant_list == NULL, it will load all the constants.
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*/
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static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info,
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unsigned int max_constants, float* constants, GLhandleARB *constant_locations,
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struct list *constant_list) {
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constants_entry *constant;
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local_constant* lconst;
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static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
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unsigned int max_constants, const float *constants, const GLhandleARB *constant_locations,
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const struct list *constant_list)
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{
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const constants_entry *constant;
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const local_constant *lconst;
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GLhandleARB tmp_loc;
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DWORD i, j, k;
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DWORD *idx;
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const DWORD *idx;
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if (TRACE_ON(d3d_shader)) {
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LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
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@ -274,7 +274,7 @@ static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL
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LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
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tmp_loc = constant_locations[lconst->idx];
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if (tmp_loc != -1) {
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GLfloat* values = (GLfloat*)lconst->value;
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const GLfloat *values = (const GLfloat *)lconst->value;
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TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
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values[0], values[1], values[2], values[3]);
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}
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@ -285,7 +285,7 @@ static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL
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tmp_loc = constant_locations[lconst->idx];
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if (tmp_loc != -1) {
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/* We found this uniform name in the program - go ahead and send the data */
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GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, (GLfloat*)lconst->value));
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GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, (const GLfloat *)lconst->value));
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}
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}
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checkGLcall("glUniform4fvARB()");
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@ -295,15 +295,10 @@ static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL
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* Loads integer constants (aka uniforms) into the currently set GLSL program.
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* When @constants_set == NULL, it will load all the constants.
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*/
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static void shader_glsl_load_constantsI(
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IWineD3DBaseShaderImpl* This,
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WineD3D_GL_Info *gl_info,
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GLhandleARB programId,
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GLhandleARB locations[MAX_CONST_I],
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unsigned max_constants,
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int* constants,
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BOOL* constants_set) {
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static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
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GLhandleARB programId, const GLhandleARB locations[MAX_CONST_I], unsigned int max_constants,
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const int *constants, const BOOL *constants_set)
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{
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int i;
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struct list* ptr;
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@ -322,9 +317,9 @@ static void shader_glsl_load_constantsI(
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/* Load immediate constants */
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ptr = list_head(&This->baseShader.constantsI);
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while (ptr) {
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local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
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const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
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unsigned int idx = lconst->idx;
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GLint* values = (GLint*) lconst->value;
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const GLint *values = (const GLint *)lconst->value;
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TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
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values[0], values[1], values[2], values[3]);
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@ -340,14 +335,9 @@ static void shader_glsl_load_constantsI(
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* Loads boolean constants (aka uniforms) into the currently set GLSL program.
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* When @constants_set == NULL, it will load all the constants.
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*/
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static void shader_glsl_load_constantsB(
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IWineD3DBaseShaderImpl* This,
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WineD3D_GL_Info *gl_info,
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GLhandleARB programId,
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unsigned max_constants,
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BOOL* constants,
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BOOL* constants_set) {
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static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
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GLhandleARB programId, unsigned int max_constants, const BOOL *constants, const BOOL *constants_set)
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{
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GLhandleARB tmp_loc;
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int i;
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char tmp_name[8];
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@ -375,9 +365,9 @@ static void shader_glsl_load_constantsB(
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/* Load immediate constants */
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ptr = list_head(&This->baseShader.constantsB);
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while (ptr) {
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local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
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const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
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unsigned int idx = lconst->idx;
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GLint* values = (GLint*) lconst->value;
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const GLint *values = (const GLint *)lconst->value;
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TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
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@ -403,14 +393,14 @@ static void shader_glsl_load_constants(
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char useVertexShader) {
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IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
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struct shader_glsl_priv *priv = (struct shader_glsl_priv *)deviceImpl->shader_priv;
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const struct shader_glsl_priv *priv = (struct shader_glsl_priv *)deviceImpl->shader_priv;
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IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
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WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
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const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
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GLhandleARB *constant_locations;
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struct list *constant_list;
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const GLhandleARB *constant_locations;
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const struct list *constant_list;
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GLhandleARB programId;
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struct glsl_shader_prog_link *prog = priv->glsl_program;
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const struct glsl_shader_prog_link *prog = priv->glsl_program;
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unsigned int i;
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if (!prog) {
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@ -474,7 +464,7 @@ static void shader_glsl_load_constants(
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IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pshader;
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int stage = ps->luminanceconst[i].texunit;
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float *data = (float *) &stateBlock->textureState[(int) ps->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
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const float *data = (const float *)&stateBlock->textureState[(int)ps->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
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GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
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checkGLcall("glUniformMatrix2fvARB");
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@ -482,8 +472,8 @@ static void shader_glsl_load_constants(
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* is set too, so we can check that in the needsbumpmat check
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*/
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if(ps->baseShader.reg_maps.luminanceparams[stage]) {
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GLfloat *scale = (GLfloat *) &stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
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GLfloat *offset = (GLfloat *) &stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
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const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
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const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
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GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
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checkGLcall("glUniform1fvARB");
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@ -508,17 +498,14 @@ static void shader_glsl_load_constants(
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}
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/** Generate the variable & register declarations for the GLSL output target */
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static void shader_generate_glsl_declarations(
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IWineD3DBaseShader *iface,
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shader_reg_maps* reg_maps,
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SHADER_BUFFER* buffer,
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WineD3D_GL_Info* gl_info) {
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static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
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SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info)
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{
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IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
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IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
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int i;
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unsigned int extra_constants_needed = 0;
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local_constant* lconst;
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const local_constant *lconst;
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/* There are some minor differences between pixel and vertex shaders */
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char pshader = shader_is_pshader_version(This->baseShader.hex_version);
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@ -825,7 +812,7 @@ static void shader_glsl_get_register_name(const DWORD param, const DWORD addr_to
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DWORD regtype = shader_get_regtype(param);
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IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
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IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
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WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
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const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
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char pshader = shader_is_pshader_version(This->baseShader.hex_version);
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char tmpStr[150];
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@ -1115,8 +1102,8 @@ static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, const SHADER_OPCODE_A
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}
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/** Process GLSL instruction modifiers */
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void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG* arg) {
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void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG* arg)
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{
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DWORD mask = arg->dst & WINED3DSP_DSTMOD_MASK;
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if (arg->opcode->dst_token && mask != 0) {
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@ -1190,7 +1177,7 @@ static void shader_glsl_color_correction(const SHADER_OPCODE_ARG *arg)
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{
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IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
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IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device;
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WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
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const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
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glsl_dst_param_t dst_param;
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glsl_dst_param_t dst_param2;
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WINED3DFORMAT fmt;
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@ -2046,7 +2033,7 @@ static void shader_glsl_loop(const SHADER_OPCODE_ARG *arg)
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DWORD regtype = shader_get_regtype(arg->src[1]);
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DWORD reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
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const DWORD *control_values = NULL;
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local_constant *constant;
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const local_constant *constant;
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shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
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@ -2803,12 +2790,9 @@ static void pshader_glsl_dp2add(const SHADER_OPCODE_ARG *arg)
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}
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}
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static void pshader_glsl_input_pack(
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SHADER_BUFFER* buffer,
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semantic* semantics_in,
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IWineD3DPixelShader *iface,
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enum vertexprocessing_mode vertexprocessing) {
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static void pshader_glsl_input_pack(SHADER_BUFFER* buffer, const struct semantic* semantics_in,
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IWineD3DPixelShader *iface, enum vertexprocessing_mode vertexprocessing)
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{
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unsigned int i;
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IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
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@ -2882,7 +2866,9 @@ static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_p
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return (struct glsl_shader_prog_link *)hash_table_get(priv->glsl_program_lookup, &key);
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}
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static void delete_glsl_program_entry(struct shader_glsl_priv *priv, WineD3D_GL_Info *gl_info, struct glsl_shader_prog_link *entry) {
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static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const WineD3D_GL_Info *gl_info,
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struct glsl_shader_prog_link *entry)
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{
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glsl_program_key_t *key;
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key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
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@ -2899,7 +2885,9 @@ static void delete_glsl_program_entry(struct shader_glsl_priv *priv, WineD3D_GL_
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HeapFree(GetProcessHeap(), 0, entry);
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}
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static void handle_ps3_input(SHADER_BUFFER *buffer, semantic *semantics_in, semantic *semantics_out, WineD3D_GL_Info *gl_info, DWORD *map) {
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static void handle_ps3_input(SHADER_BUFFER *buffer, const struct semantic *semantics_in,
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const struct semantic *semantics_out, const WineD3D_GL_Info *gl_info, const DWORD *map)
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{
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unsigned int i, j;
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DWORD usage_token, usage_token_out;
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DWORD register_token, register_token_out;
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@ -3048,8 +3036,8 @@ static void handle_ps3_input(SHADER_BUFFER *buffer, semantic *semantics_in, sema
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}
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static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader,
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IWineD3DPixelShader *pixelshader,
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WineD3D_GL_Info *gl_info) {
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IWineD3DPixelShader *pixelshader, const WineD3D_GL_Info *gl_info)
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{
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GLhandleARB ret = 0;
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IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
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IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
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@ -3062,7 +3050,7 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs
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DWORD register_token;
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DWORD usage, usage_idx, writemask;
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char reg_mask[6];
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semantic *semantics_out, *semantics_in;
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const struct semantic *semantics_out, *semantics_in;
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buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
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buffer.bsize = 0;
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@ -3203,14 +3191,16 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs
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return ret;
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}
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static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, WineD3D_GL_Info *gl_info, GLhandleARB programId, char prefix) {
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local_constant* lconst;
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static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD3D_GL_Info *gl_info,
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GLhandleARB programId, char prefix)
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{
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const local_constant *lconst;
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GLuint tmp_loc;
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float *value;
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const float *value;
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char glsl_name[8];
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LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
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value = (float *) lconst->value;
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value = (const float *)lconst->value;
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snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
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tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
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GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
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@ -3229,7 +3219,7 @@ static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, WineD3D_GL_
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static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
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WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
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const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
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IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
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IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
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struct glsl_shader_prog_link *entry = NULL;
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@ -3409,7 +3399,8 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
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}
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}
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static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info, enum tex_types tex_type) {
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static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
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||||
{
|
||||
GLhandleARB program_id;
|
||||
GLhandleARB vshader_id, pshader_id;
|
||||
const char *blt_vshader[] = {
|
||||
|
@ -3483,7 +3474,7 @@ static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info, enum tex_typ
|
|||
static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
|
||||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
||||
struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
|
||||
WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
||||
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
||||
GLhandleARB program_id = 0;
|
||||
GLenum old_vertex_color_clamp, current_vertex_color_clamp;
|
||||
|
||||
|
@ -3511,7 +3502,7 @@ static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
|
|||
|
||||
static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
|
||||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
||||
WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
||||
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
||||
struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv;
|
||||
GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
|
||||
|
||||
|
@ -3528,7 +3519,7 @@ static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types t
|
|||
|
||||
static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
|
||||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
||||
WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
||||
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
||||
struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv;
|
||||
GLhandleARB program_id;
|
||||
|
||||
|
@ -3541,16 +3532,16 @@ static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
|
|||
|
||||
static void shader_glsl_cleanup(IWineD3DDevice *iface) {
|
||||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
||||
WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
||||
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
||||
GL_EXTCALL(glUseProgramObjectARB(0));
|
||||
}
|
||||
|
||||
static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
|
||||
struct list *linked_programs;
|
||||
const struct list *linked_programs;
|
||||
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
|
||||
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
|
||||
struct shader_glsl_priv *priv = (struct shader_glsl_priv *)device->shader_priv;
|
||||
WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
|
||||
const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
|
||||
IWineD3DPixelShaderImpl *ps = NULL;
|
||||
IWineD3DVertexShaderImpl *vs = NULL;
|
||||
|
||||
|
@ -3642,7 +3633,7 @@ static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
|
|||
|
||||
static void shader_glsl_free(IWineD3DDevice *iface) {
|
||||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
||||
WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
||||
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
||||
struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
|
||||
int i;
|
||||
|
||||
|
@ -3667,10 +3658,10 @@ static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
|
|||
|
||||
static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
|
||||
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
|
||||
shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
|
||||
const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
|
||||
CONST DWORD *function = This->baseShader.function;
|
||||
const char *fragcolor;
|
||||
WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
|
||||
const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
|
||||
|
||||
/* Create the hw GLSL shader object and assign it as the shader->prgId */
|
||||
GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
|
||||
|
@ -3751,9 +3742,9 @@ static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BU
|
|||
|
||||
static void shader_glsl_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
|
||||
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
|
||||
shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
|
||||
const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
|
||||
CONST DWORD *function = This->baseShader.function;
|
||||
WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
|
||||
const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
|
||||
|
||||
/* Create the hw GLSL shader program and assign it as the shader->prgId */
|
||||
GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
|
||||
|
|
|
@ -2127,7 +2127,7 @@ extern BOOL vshader_input_is_color(
|
|||
extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
|
||||
|
||||
/* GLSL helper functions */
|
||||
extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
|
||||
extern void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG *arg);
|
||||
|
||||
/*****************************************************************************
|
||||
* IDirect3DBaseShader implementation structure
|
||||
|
|
Loading…
Reference in New Issue