Henri Verbeet : wined3d: Call the shader_load_np2fixup_constants() handler directly from inside the shader backend.
Alexandre Julliard
julliard at winehq.org
Thu Aug 6 10:49:26 CDT 2009
Module: wine
Branch: master
Commit: 4c1b3de93603545bbce6a86ee1225168824179b8
URL: http://source.winehq.org/git/wine.git/?a=commit;h=4c1b3de93603545bbce6a86ee1225168824179b8
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Thu Aug 6 08:12:21 2009 +0200
wined3d: Call the shader_load_np2fixup_constants() handler directly from inside the shader backend.
---
dlls/wined3d/arb_program_shader.c | 2 +-
dlls/wined3d/glsl_shader.c | 5 +++--
2 files changed, 4 insertions(+), 3 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index c758d7b..cc039c5 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -4260,7 +4260,7 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
}
/* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
- if (compiled->np2fixup_info.super.active) This->shader_backend->shader_load_np2fixup_constants(iface, usePS, useVS);
+ if (compiled->np2fixup_info.super.active) shader_arb_load_np2fixup_constants(iface, usePS, useVS);
} else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
/* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
* keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index b0efd6c..6ee5f47 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -4281,8 +4281,9 @@ static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
/* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
* constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
* called between selecting the shader and using it, which results in wrong fixup for some frames. */
- if (priv->glsl_program && priv->glsl_program->np2Fixup_info) {
- This->shader_backend->shader_load_np2fixup_constants(iface, usePS, useVS);
+ if (priv->glsl_program && priv->glsl_program->np2Fixup_info)
+ {
+ shader_glsl_load_np2fixup_constants(iface, usePS, useVS);
}
}
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