Henri Verbeet : wined3d: Explicitly pass gl_info to shader_arb_generate_vshader().
Alexandre Julliard
julliard at winehq.org
Tue Dec 7 10:59:26 CST 2010
Module: wine
Branch: master
Commit: 202a60c489fff8c7b61081813ee4b64374de90a6
URL: http://source.winehq.org/git/wine.git/?a=commit;h=202a60c489fff8c7b61081813ee4b64374de90a6
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Mon Dec 6 20:33:03 2010 +0100
wined3d: Explicitly pass gl_info to shader_arb_generate_vshader().
---
dlls/wined3d/arb_program_shader.c | 8 ++++----
1 files changed, 4 insertions(+), 4 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index bc710e5..3a8f758 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -4067,14 +4067,13 @@ static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_nu
}
/* GL locking is done by the caller */
-static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
+static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
+ const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
{
const struct arb_vshader_private *shader_data = This->baseShader.backend_data;
const struct wined3d_shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
CONST DWORD *function = This->baseShader.function;
- IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
- const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
const local_constant *lconst;
GLuint ret;
DWORD next_local, *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
@@ -4163,6 +4162,7 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct
*/
if (!gl_info->supported[NV_VERTEX_PROGRAM])
{
+ IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
@@ -4401,7 +4401,7 @@ static struct arb_vs_compiled_shader *find_arb_vshader(IWineD3DVertexShaderImpl
return 0;
}
- ret = shader_arb_generate_vshader(shader, &buffer, args,
+ ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
&shader_data->gl_shaders[shader_data->num_gl_shaders]);
shader_buffer_free(&buffer);
shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
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