Henri Verbeet : wined3d: Avoid some interface pointers in set_glsl_shader_program().
Alexandre Julliard
julliard at winehq.org
Tue Dec 14 10:55:40 CST 2010
Module: wine
Branch: master
Commit: 77beea98b9e889e4bf8bb96a511ebe708ec180ae
URL: http://source.winehq.org/git/wine.git/?a=commit;h=77beea98b9e889e4bf8bb96a511ebe708ec180ae
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Mon Dec 13 17:58:43 2010 +0100
wined3d: Avoid some interface pointers in set_glsl_shader_program().
---
dlls/wined3d/glsl_shader.c | 40 +++++++++++++++++++++-------------------
1 files changed, 21 insertions(+), 19 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index a2fb79a..72251eb 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -4289,8 +4289,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
IWineD3DDeviceImpl *device, BOOL use_ps, BOOL use_vs)
{
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;
+ IWineD3DVertexShaderImpl *vshader = use_vs ? state->vertex_shader : NULL;
+ IWineD3DPixelShaderImpl *pshader = use_ps ? 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;
@@ -4301,11 +4301,13 @@ 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(state, (IWineD3DVertexShaderImpl *)vshader, &vs_compile_args);
- if (pshader) find_ps_compile_args(state, (IWineD3DPixelShaderImpl *)pshader, &ps_compile_args);
+ if (vshader) find_vs_compile_args(state, vshader, &vs_compile_args);
+ if (pshader) find_ps_compile_args(state, pshader, &ps_compile_args);
- entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
- if (entry) {
+ entry = get_glsl_program_entry(priv, (IWineD3DVertexShader *)vshader, (IWineD3DPixelShader *)pshader,
+ &vs_compile_args, &ps_compile_args);
+ if (entry)
+ {
priv->glsl_program = entry;
return;
}
@@ -4317,8 +4319,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
/* Create the entry */
entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
entry->programId = programId;
- entry->vshader = vshader;
- entry->pshader = pshader;
+ entry->vshader = (IWineD3DVertexShader *)vshader;
+ entry->pshader = (IWineD3DPixelShader *)pshader;
entry->vs_args = vs_compile_args;
entry->ps_args = ps_compile_args;
entry->constant_version = 0;
@@ -4332,12 +4334,12 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
/* Attach GLSL vshader */
if (vshader)
{
- GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer,
- (IWineD3DVertexShaderImpl *)vshader, &vs_compile_args);
- WORD map = ((IWineD3DBaseShaderImpl *)vshader)->baseShader.reg_maps.input_registers;
+ GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer, vshader, &vs_compile_args);
+ WORD map = vshader->baseShader.reg_maps.input_registers;
char tmp_name[10];
- reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
+ reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer,
+ (IWineD3DVertexShader *)vshader, (IWineD3DPixelShader *)pshader, gl_info);
TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
checkGLcall("glAttachObjectARB");
@@ -4368,19 +4370,19 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
}
checkGLcall("glBindAttribLocationARB");
- list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
+ list_add_head(&vshader->baseShader.linked_programs, &entry->vshader_entry);
}
/* Attach GLSL pshader */
if (pshader)
{
GLhandleARB pshader_id = find_glsl_pshader(context, &priv->shader_buffer,
- (IWineD3DPixelShaderImpl *)pshader, &ps_compile_args, &entry->np2Fixup_info);
+ pshader, &ps_compile_args, &entry->np2Fixup_info);
TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
checkGLcall("glAttachObjectARB");
- list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
+ list_add_head(&pshader->baseShader.linked_programs, &entry->pshader_entry);
}
/* Link the program */
@@ -4439,8 +4441,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
checkGLcall("Find glsl program uniform locations");
if (pshader
- && ((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version.major >= 3
- && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > vec4_varyings(3, gl_info))
+ && pshader->baseShader.reg_maps.shader_version.major >= 3
+ && pshader->declared_in_count > vec4_varyings(3, gl_info))
{
TRACE("Shader %d needs vertex color clamping disabled\n", programId);
entry->vertex_color_clamp = GL_FALSE;
@@ -4467,11 +4469,11 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
* load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
* later
*/
- if (pshader && !((IWineD3DBaseShaderImpl *)pshader)->baseShader.load_local_constsF)
+ if (pshader && !pshader->baseShader.load_local_constsF)
{
hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
}
- if (vshader && !((IWineD3DBaseShaderImpl *)vshader)->baseShader.load_local_constsF)
+ if (vshader && !vshader->baseShader.load_local_constsF)
{
hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
}
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