Matteo Bruni : wined3d: Don't pass the swizzle map to find_vs_compile_args() separately.

Alexandre Julliard julliard at winehq.org
Tue Jun 1 16:04:34 CDT 2021


Module: wine
Branch: master
Commit: 2f5a01201c2f2876161b253f2baa0c60d66da127
URL:    https://source.winehq.org/git/wine.git/?a=commit;h=2f5a01201c2f2876161b253f2baa0c60d66da127

Author: Matteo Bruni <mbruni at codeweavers.com>
Date:   Mon May 31 21:12:57 2021 +0200

wined3d: Don't pass the swizzle map to find_vs_compile_args() separately.

It's already part of the context.

Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>

---

 dlls/wined3d/arb_program_shader.c | 2 +-
 dlls/wined3d/glsl_shader.c        | 2 +-
 dlls/wined3d/shader.c             | 3 ++-
 dlls/wined3d/wined3d_private.h    | 3 +--
 4 files changed, 5 insertions(+), 5 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 7bd68d615d6..e297c724412 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -4477,7 +4477,7 @@ static void find_arb_vs_compile_args(const struct wined3d_state *state,
     int i;
     WORD int_skip;
 
-    find_vs_compile_args(state, shader, context_gl->c.stream_info.swizzle_map, &args->super, &context_gl->c);
+    find_vs_compile_args(state, shader, &args->super, &context_gl->c);
 
     args->clip.boolclip_compare = 0;
     if (use_ps(state))
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 398d3f5bffa..ccfd5f3f28e 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -10245,7 +10245,7 @@ static void set_glsl_shader_program(const struct wined3d_context_gl *context_gl,
 
         vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
 
-        find_vs_compile_args(state, vshader, context_gl->c.stream_info.swizzle_map, &vs_compile_args, &context_gl->c);
+        find_vs_compile_args(state, vshader, &vs_compile_args, &context_gl->c);
         vs_id = find_glsl_vertex_shader(context_gl, priv, vshader, &vs_compile_args);
         vs_list = &vshader->linked_programs;
     }
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 4374269b9a1..b34ec539014 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -3524,12 +3524,13 @@ static void init_interpolation_compile_args(DWORD *interpolation_args,
 }
 
 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
-        WORD swizzle_map, struct vs_compile_args *args, const struct wined3d_context *context)
+        struct vs_compile_args *args, const struct wined3d_context *context)
 {
     const struct wined3d_shader *geometry_shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
     const struct wined3d_shader *pixel_shader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
     const struct wined3d_shader *hull_shader = state->shader[WINED3D_SHADER_TYPE_HULL];
     const struct wined3d_d3d_info *d3d_info = context->d3d_info;
+    WORD swizzle_map = context->stream_info.swizzle_map;
 
     args->fog_src = state->render_states[WINED3D_RS_FOGTABLEMODE]
             == WINED3D_FOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index d5bc1e6c6c8..b0f8ea1bf93 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -5562,8 +5562,7 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
 BOOL vshader_get_input(const struct wined3d_shader *shader,
         BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
-        WORD swizzle_map, struct vs_compile_args *args,
-        const struct wined3d_context *context) DECLSPEC_HIDDEN;
+        struct vs_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN;
 
 void find_ds_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
         struct ds_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN;




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