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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