Henri Verbeet : wined3d: Pass implementation pointers to generate_param_reorder_function().

Alexandre Julliard julliard at winehq.org
Tue Dec 14 10:55:40 CST 2010


Module: wine
Branch: master
Commit: b0bc24eec34dbefaea216062bfde7fc68c927ce3
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=b0bc24eec34dbefaea216062bfde7fc68c927ce3

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Mon Dec 13 17:58:44 2010 +0100

wined3d: Pass implementation pointers to generate_param_reorder_function().

---

 dlls/wined3d/glsl_shader.c |    7 ++-----
 1 files changed, 2 insertions(+), 5 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 72251eb..b8022e1 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -3830,11 +3830,9 @@ static void handle_ps3_input(struct wined3d_shader_buffer *buffer,
 
 /* GL locking is done by the caller */
 static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
-        IWineD3DVertexShader *vertexshader, IWineD3DPixelShader *pixelshader, const struct wined3d_gl_info *gl_info)
+        IWineD3DVertexShaderImpl *vs, IWineD3DPixelShaderImpl *ps, const struct wined3d_gl_info *gl_info)
 {
     GLhandleARB ret = 0;
-    IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
-    IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
     DWORD ps_major = ps ? ps->baseShader.reg_maps.shader_version.major : 0;
     unsigned int i;
     const char *semantic_name;
@@ -4338,8 +4336,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
         WORD map = vshader->baseShader.reg_maps.input_registers;
         char tmp_name[10];
 
-        reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer,
-                (IWineD3DVertexShader *)vshader, (IWineD3DPixelShader *)pshader, gl_info);
+        reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, 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");




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