Henri Verbeet : wined3d: Pass an IWineD3DBaseTextureImpl array to pixelshader_update_samplers().
Alexandre Julliard
julliard at winehq.org
Fri Dec 17 11:30:40 CST 2010
Module: wine
Branch: master
Commit: 7bc7caf4233f41ba4225be5bae77b775d555e6ab
URL: http://source.winehq.org/git/wine.git/?a=commit;h=7bc7caf4233f41ba4225be5bae77b775d555e6ab
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Wed Dec 15 21:06:23 2010 +0100
wined3d: Pass an IWineD3DBaseTextureImpl array to pixelshader_update_samplers().
---
dlls/wined3d/arb_program_shader.c | 3 +--
dlls/wined3d/glsl_shader.c | 2 +-
dlls/wined3d/shader.c | 6 +++---
dlls/wined3d/wined3d_private.h | 2 +-
4 files changed, 6 insertions(+), 7 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 3bc7224..101de6d 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -4296,8 +4296,7 @@ static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *
shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
- pixelshader_update_samplers(&shader->baseShader.reg_maps,
- (IWineD3DBaseTexture **)device->stateBlock->state.textures);
+ pixelshader_update_samplers(&shader->baseShader.reg_maps, device->stateBlock->state.textures);
if (!shader_buffer_init(&buffer))
{
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 6b0cce5..a59e54b 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -4195,7 +4195,7 @@ static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
memset(&shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup, 0, sizeof(struct ps_np2fixup_info));
if (args->np2_fixup) np2fixup = &shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup;
- pixelshader_update_samplers(&shader->baseShader.reg_maps, (IWineD3DBaseTexture **)state->textures);
+ pixelshader_update_samplers(&shader->baseShader.reg_maps, state->textures);
shader_buffer_clear(buffer);
ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 97b3e64..086936c 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -2313,7 +2313,7 @@ HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *de
return WINED3D_OK;
}
-void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures)
+void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps, IWineD3DBaseTextureImpl * const *textures)
{
WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type;
unsigned int i;
@@ -2332,7 +2332,7 @@ void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps, IWine
continue;
}
- switch (((IWineD3DBaseTextureImpl *)textures[i])->baseTexture.target)
+ switch (textures[i]->baseTexture.target)
{
case GL_TEXTURE_RECTANGLE_ARB:
case GL_TEXTURE_2D:
@@ -2352,7 +2352,7 @@ void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps, IWine
default:
FIXME("Unrecognized texture type %#x, using 2D.\n",
- ((IWineD3DBaseTextureImpl *)textures[i])->baseTexture.target);
+ textures[i]->baseTexture.target);
sampler_type[i] = WINED3DSTT_2D;
}
}
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index e0749a7..7db7f26 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2932,7 +2932,7 @@ HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *de
const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps,
- IWineD3DBaseTexture * const *textures) DECLSPEC_HIDDEN;
+ IWineD3DBaseTextureImpl * const *textures) DECLSPEC_HIDDEN;
void find_ps_compile_args(const struct wined3d_state *state,
IWineD3DPixelShaderImpl *shader, struct ps_compile_args *args) DECLSPEC_HIDDEN;
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