[PATCH] WineD3D: make use of the ps_compile_args structure in =

Stefan Doesinger stefan at codeweavers.com
Sun Dec 14 15:42:04 CST 2008

Only a first step, many more occasions need fixing. This is an easy one=0A=
 dlls/wined3d/glsl_shader.c |    2 +-=0A=
 1 files changed, 1 insertions(+), 1 deletions(-)=0A=
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c=0A=
index 0c6a25a..f015778 100644=0A=
--- a/dlls/wined3d/glsl_shader.c=0A=
+++ b/dlls/wined3d/glsl_shader.c=0A=
@@ -3625,7 +3625,7 @@ static GLuint =
shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BU=0A=
     } else {=0A=
         fragcolor =3D "gl_FragColor";=0A=
-    if(((IWineD3DDeviceImpl =
ABLE]) {=0A=
+    if(args->srgb_correction) {=0A=
         shader_addline(buffer, "tmp0.xyz =3D pow(%s.xyz, vec3(%f, %f, =
%f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",=0A=
                         fragcolor, srgb_pow, srgb_pow, srgb_pow, =
srgb_mul_high, srgb_mul_high, srgb_mul_high,=0A=
                         srgb_sub_high, srgb_sub_high, srgb_sub_high);=0A=
-- =0A=


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