[PATCH 4/5] wined3d: Explicitly pass the state to shader_load_constants

Henri Verbeet hverbeet at gmail.com
Mon May 13 08:28:51 CDT 2013


On 12 May 2013 15:30, Stefan Dösinger <stefan at codeweavers.com> wrote:
> @@ -806,7 +806,8 @@ struct wined3d_shader_backend_ops
>      void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
>      void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
>      void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
> -    void (*shader_load_constants)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
> +    void (*shader_load_constants)(const struct wined3d_context *context, BOOL usePS, BOOL useVS,
> +            const struct wined3d_state *state, void *shader_priv);
>      void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info,
>              const struct wined3d_state *state);
>      void (*shader_destroy)(struct wined3d_shader *shader);
>
I think we'll want shader_priv to be the first argument, for
consistency with the other calls. I don't think usePS and useVS are
needed anymore.



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