[PATCH 1/4] wined3d: Pass a wined3d_state structure to find_vs_compile_args().
Henri Verbeet
hverbeet at codeweavers.com
Wed Sep 29 05:20:44 CDT 2010
---
dlls/wined3d/arb_program_shader.c | 2 +-
dlls/wined3d/glsl_shader.c | 7 ++++---
dlls/wined3d/shader.c | 10 +++++-----
dlls/wined3d/wined3d_private.h | 4 ++--
4 files changed, 12 insertions(+), 11 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 04be331..5f76a45 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -4454,7 +4454,7 @@ static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IW
const struct wined3d_gl_info *gl_info = &dev->adapter->gl_info;
const struct wined3d_state *state = &stateblock->state;
- find_vs_compile_args(shader, stateblock, &args->super);
+ find_vs_compile_args(state, shader, &args->super);
args->clip.boolclip_compare = 0;
if (use_ps(state))
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index a731d78..f640fa4 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -4279,8 +4279,9 @@ static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
static void set_glsl_shader_program(const struct wined3d_context *context,
IWineD3DDeviceImpl *device, BOOL use_ps, BOOL use_vs)
{
- IWineD3DVertexShader *vshader = use_vs ? (IWineD3DVertexShader *)device->stateBlock->state.vertex_shader : NULL;
- IWineD3DPixelShader *pshader = use_ps ? (IWineD3DPixelShader *)device->stateBlock->state.pixel_shader : NULL;
+ const struct wined3d_state *state = &device->stateBlock->state;
+ IWineD3DVertexShader *vshader = use_vs ? (IWineD3DVertexShader *)state->vertex_shader : NULL;
+ IWineD3DPixelShader *pshader = use_ps ? (IWineD3DPixelShader *)state->pixel_shader : NULL;
const struct wined3d_gl_info *gl_info = context->gl_info;
struct shader_glsl_priv *priv = device->shader_priv;
struct glsl_shader_prog_link *entry = NULL;
@@ -4291,7 +4292,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
struct ps_compile_args ps_compile_args;
struct vs_compile_args vs_compile_args;
- if (vshader) find_vs_compile_args((IWineD3DVertexShaderImpl *)vshader, device->stateBlock, &vs_compile_args);
+ if (vshader) find_vs_compile_args(state, (IWineD3DVertexShaderImpl *)vshader, &vs_compile_args);
if (pshader) find_ps_compile_args((IWineD3DPixelShaderImpl *)pshader, device->stateBlock, &ps_compile_args);
entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 8d380b7..08c211e 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -1706,13 +1706,13 @@ static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
vertexshader_SetLocalConstantsF,
};
-void find_vs_compile_args(IWineD3DVertexShaderImpl *shader,
- IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args)
+void find_vs_compile_args(const struct wined3d_state *state,
+ IWineD3DVertexShaderImpl *shader, struct vs_compile_args *args)
{
- args->fog_src = stateblock->state.render_states[WINED3DRS_FOGTABLEMODE]
+ args->fog_src = state->render_states[WINED3DRS_FOGTABLEMODE]
== WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
- args->clip_enabled = stateblock->state.render_states[WINED3DRS_CLIPPING]
- && stateblock->state.render_states[WINED3DRS_CLIPPLANEENABLE];
+ args->clip_enabled = state->render_states[WINED3DRS_CLIPPING]
+ && state->render_states[WINED3DRS_CLIPPLANEENABLE];
args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
}
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 8adcc35..2ce1904 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2853,8 +2853,8 @@ typedef struct IWineD3DVertexShaderImpl {
UINT rel_offset;
} IWineD3DVertexShaderImpl;
-void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
- struct vs_compile_args *args) DECLSPEC_HIDDEN;
+void find_vs_compile_args(const struct wined3d_state *state,
+ IWineD3DVertexShaderImpl *shader, struct vs_compile_args *args) DECLSPEC_HIDDEN;
HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
--
1.7.2.2
More information about the wine-patches
mailing list