Stefan Dösinger : wined3d: Make use of the ps_compile_args structure in glsl_shader.
Alexandre Julliard
julliard at winehq.org
Fri Dec 19 11:19:11 CST 2008
Module: wine
Branch: master
Commit: 30d542c3dd155fc2fd4f31d16a2df594d96f1984
URL: http://source.winehq.org/git/wine.git/?a=commit;h=30d542c3dd155fc2fd4f31d16a2df594d96f1984
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Sun Dec 14 15:42:04 2008 +0100
wined3d: Make use of the ps_compile_args structure in glsl_shader.
Only a first step, many more occasions need fixing. This is an easy
one though.
---
dlls/wined3d/glsl_shader.c | 2 +-
1 files changed, 1 insertions(+), 1 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index c16e56a..968acbb 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -3663,7 +3663,7 @@ static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BU
} else {
fragcolor = "gl_FragColor";
}
- if(((IWineD3DDeviceImpl *)This->baseShader.device)->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
+ if(args->srgb_correction) {
shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high,
srgb_sub_high, srgb_sub_high, srgb_sub_high);
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