Henri Verbeet : wined3d: Pass an IWineD3DDeviceImpl pointer to shader_alloc_private().
Alexandre Julliard
julliard at winehq.org
Wed Dec 1 12:56:45 CST 2010
Module: wine
Branch: master
Commit: 4a698749384f019c4a4af24a821b286b78ce5bb8
URL: http://source.winehq.org/git/wine.git/?a=commit;h=4a698749384f019c4a4af24a821b286b78ce5bb8
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Tue Nov 30 18:39:39 2010 +0100
wined3d: Pass an IWineD3DDeviceImpl pointer to shader_alloc_private().
---
dlls/wined3d/arb_program_shader.c | 6 +++---
dlls/wined3d/device.c | 4 ++--
dlls/wined3d/glsl_shader.c | 8 ++++----
dlls/wined3d/shader.c | 2 +-
dlls/wined3d/wined3d_private.h | 2 +-
5 files changed, 11 insertions(+), 11 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 67eeef0..becaa5f 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -4744,8 +4744,8 @@ static const struct wine_rb_functions sig_tree_functions =
sig_tree_compare
};
-static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
- IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+static HRESULT shader_arb_alloc(IWineD3DDeviceImpl *device)
+{
struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
{
@@ -4753,7 +4753,7 @@ static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
HeapFree(GetProcessHeap(), 0, priv);
return E_OUTOFMEMORY;
}
- This->shader_priv = priv;
+ device->shader_priv = priv;
return WINED3D_OK;
}
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index b6f6d29..4efade0 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -1963,7 +1963,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface,
if (This->depth_stencil)
IWineD3DSurface_AddRef((IWineD3DSurface *)This->depth_stencil);
- hr = This->shader_backend->shader_alloc_private(iface);
+ hr = This->shader_backend->shader_alloc_private(This);
if(FAILED(hr)) {
TRACE("Shader private data couldn't be allocated\n");
goto err_out;
@@ -6244,7 +6244,7 @@ static HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwap
create_dummy_textures(This);
context_release(context);
- hr = This->shader_backend->shader_alloc_private(iface);
+ hr = This->shader_backend->shader_alloc_private(This);
if (FAILED(hr))
{
ERR("Failed to allocate shader private data, hr %#x.\n", hr);
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 9f4940e..2d19a34 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -4818,9 +4818,9 @@ static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
glsl_program_key_compare,
};
-static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
- IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
+static HRESULT shader_glsl_alloc(IWineD3DDeviceImpl *device)
+{
+ const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants,
gl_info->limits.glsl_ps_float_constants)) + 1;
@@ -4858,7 +4858,7 @@ static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
priv->next_constant_version = 1;
- This->shader_priv = priv;
+ device->shader_priv = priv;
return WINED3D_OK;
fail:
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 1caa3b6..0af7667 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -1519,7 +1519,7 @@ static void shader_none_load_constants(const struct wined3d_context *context, ch
static void shader_none_load_np2fixup_constants(void *shader_priv,
const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) {}
static void shader_none_destroy(IWineD3DBaseShader *iface) {}
-static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
+static HRESULT shader_none_alloc(IWineD3DDeviceImpl *device) {return WINED3D_OK;}
static void shader_none_free(IWineD3DDevice *iface) {}
static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 566e67f..4240832 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -759,7 +759,7 @@ typedef struct {
void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info,
const struct wined3d_state *state);
void (*shader_destroy)(IWineD3DBaseShader *iface);
- HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
+ HRESULT (*shader_alloc_private)(IWineD3DDeviceImpl *device);
void (*shader_free_private)(IWineD3DDevice *iface);
BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
More information about the wine-cvs
mailing list