[PATCH 3/5] wined3d: Pass an IWineD3DDeviceImpl pointer to shader_update_float_pixel_constants().

Henri Verbeet hverbeet at codeweavers.com
Tue Nov 30 11:39:38 CST 2010


---
 dlls/wined3d/arb_program_shader.c |    7 +++----
 dlls/wined3d/device.c             |    2 +-
 dlls/wined3d/glsl_shader.c        |    7 +++----
 dlls/wined3d/shader.c             |    2 +-
 dlls/wined3d/wined3d_private.h    |    2 +-
 5 files changed, 9 insertions(+), 11 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 502dfec..67eeef0 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -665,17 +665,16 @@ static void shader_arb_update_float_vertex_constants(IWineD3DDeviceImpl *device,
     device->highest_dirty_vs_const = max(device->highest_dirty_vs_const, start + count);
 }
 
-static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
+static void shader_arb_update_float_pixel_constants(IWineD3DDeviceImpl *device, UINT start, UINT count)
 {
-    IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
     struct wined3d_context *context = context_get_current();
 
     /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
      * context. On a context switch the old context will be fully dirtified */
-    if (!context || context->swapchain->device != This) return;
+    if (!context || context->swapchain->device != device) return;
 
     memset(context->pshader_const_dirty + start, 1, sizeof(*context->pshader_const_dirty) * count);
-    This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count);
+    device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, start + count);
 }
 
 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 02c79da..b6f6d29 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3861,7 +3861,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
 
     if (!This->isRecordingState)
     {
-        This->shader_backend->shader_update_float_pixel_constants(iface, start, count);
+        This->shader_backend->shader_update_float_pixel_constants(This, start, count);
         IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
     }
 
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 2d2df26..9f4940e 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -878,16 +878,15 @@ static void shader_glsl_update_float_vertex_constants(IWineD3DDeviceImpl *device
     }
 }
 
-static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
+static void shader_glsl_update_float_pixel_constants(IWineD3DDeviceImpl *device, UINT start, UINT count)
 {
-    IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
-    struct shader_glsl_priv *priv = This->shader_priv;
+    struct shader_glsl_priv *priv = device->shader_priv;
     struct constant_heap *heap = &priv->pconst_heap;
     UINT i;
 
     for (i = start; i < count + start; ++i)
     {
-        if (!This->stateBlock->changed.pixelShaderConstantsF[i])
+        if (!device->stateBlock->changed.pixelShaderConstantsF[i])
             update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
         else
             update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 0962eef..1caa3b6 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -1514,7 +1514,7 @@ static void shader_none_select_depth_blt(void *shader_priv, const struct wined3d
         enum tex_types tex_type, const SIZE *ds_mask_size) {}
 static void shader_none_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) {}
 static void shader_none_update_float_vertex_constants(IWineD3DDeviceImpl *device, UINT start, UINT count) {}
-static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
+static void shader_none_update_float_pixel_constants(IWineD3DDeviceImpl *device, UINT start, UINT count) {}
 static void shader_none_load_constants(const struct wined3d_context *context, char usePS, char useVS) {}
 static void shader_none_load_np2fixup_constants(void *shader_priv,
         const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) {}
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 7cb6c78..566e67f 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -754,7 +754,7 @@ typedef struct {
             enum tex_types tex_type, const SIZE *ds_mask_size);
     void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
     void (*shader_update_float_vertex_constants)(IWineD3DDeviceImpl *device, UINT start, UINT count);
-    void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
+    void (*shader_update_float_pixel_constants)(IWineD3DDeviceImpl *device, UINT start, UINT count);
     void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
     void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info,
             const struct wined3d_state *state);
-- 
1.7.2.2




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