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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