Stefan Dösinger : wined3d: Pass the render target height as UINT.

Alexandre Julliard julliard at winehq.org
Fri May 13 11:17:51 CDT 2011


Module: wine
Branch: master
Commit: 560c63d64e0d02f00bc448a37fd2c52b4546a58c
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=560c63d64e0d02f00bc448a37fd2c52b4546a58c

Author: Stefan Dösinger <stefan at codeweavers.com>
Date:   Thu May 12 20:12:41 2011 +0200

wined3d: Pass the render target height as UINT.

---

 dlls/wined3d/arb_program_shader.c |    8 ++++----
 1 files changed, 4 insertions(+), 4 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 7f86ba5..6f87f0b 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -528,7 +528,7 @@ static void shader_arb_load_np2fixup_constants(void *shader_priv,
 
 /* GL locking is done by the caller. */
 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
-        const struct wined3d_context *context, const struct wined3d_state *state, float rt_height)
+        const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
 {
     const struct wined3d_gl_info *gl_info = context->gl_info;
     unsigned char i;
@@ -564,7 +564,7 @@ static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *g
         * ycorrection.w: 0.0
         */
         float val[4];
-        val[0] = context->render_offscreen ? 0.0f : rt_height;
+        val[0] = context->render_offscreen ? 0.0f : (float) rt_height;
         val[1] = context->render_offscreen ? 1.0f : -1.0f;
         val[2] = 1.0f;
         val[3] = 0.0f;
@@ -649,7 +649,7 @@ static void shader_arb_load_constants(const struct wined3d_context *context, cha
     {
         struct wined3d_shader *pshader = stateBlock->state.pixel_shader;
         const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
-        float rt_height = device->render_targets[0]->resource.height;
+        UINT rt_height = device->render_targets[0]->resource.height;
 
         /* Load DirectX 9 float constants for pixel shader */
         device->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
@@ -4627,7 +4627,7 @@ static void shader_arb_select(const struct wined3d_context *context, BOOL usePS,
         }
         else
         {
-            float rt_height = This->render_targets[0]->resource.height;
+            UINT rt_height = This->render_targets[0]->resource.height;
             shader_arb_ps_local_constants(compiled, context, state, rt_height);
         }
 




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