Henri Verbeet : wined3d: Store a pointer to the GL info in the shader context.

Alexandre Julliard julliard at winehq.org
Mon Jan 25 11:21:07 CST 2010


Module: wine
Branch: master
Commit: f71e84d89c837b6c5c3cce194d157f7e5450b749
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=f71e84d89c837b6c5c3cce194d157f7e5450b749

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Sun Jan 24 21:16:13 2010 +0100

wined3d: Store a pointer to the GL info in the shader context.

---

 dlls/wined3d/glsl_shader.c     |   11 ++++-------
 dlls/wined3d/shader.c          |    1 +
 dlls/wined3d/wined3d_private.h |    1 +
 3 files changed, 6 insertions(+), 7 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 87a0341..1196387 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1194,8 +1194,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
     static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
 
     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
-    IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
-    const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
+    const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
     char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
 
     *is_color = FALSE;
@@ -1819,9 +1818,7 @@ static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
 {
-    IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
-    IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
-    const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
+    const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     glsl_src_param_t src0_param;
     DWORD write_mask;
@@ -2776,7 +2773,7 @@ static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
 {
     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
-    const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
+    const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
     glsl_sample_function_t sample_function;
     glsl_src_param_t coord_param, dx_param, dy_param;
     DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
@@ -2810,7 +2807,7 @@ static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
 {
     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
-    const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
+    const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
     glsl_sample_function_t sample_function;
     glsl_src_param_t coord_param, lod_param;
     DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 3972ec7..23de4a7 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -1100,6 +1100,7 @@ void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffe
 
     /* Initialize current parsing state. */
     ctx.shader = iface;
+    ctx.gl_info = &device->adapter->gl_info;
     ctx.reg_maps = reg_maps;
     ctx.buffer = buffer;
     ctx.backend_data = backend_ctx;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 9db09d0..6c78020 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -549,6 +549,7 @@ typedef struct shader_reg_maps
 struct wined3d_shader_context
 {
     IWineD3DBaseShader *shader;
+    const struct wined3d_gl_info *gl_info;
     const struct shader_reg_maps *reg_maps;
     struct wined3d_shader_buffer *buffer;
     void *backend_data;




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