[PATCH 4/7] wined3d: Don't pass the device to gen_ffp_frag_op
Stefan Dösinger
stefan at codeweavers.com
Fri Apr 19 04:20:54 CDT 2013
---
dlls/wined3d/arb_program_shader.c | 2 +-
dlls/wined3d/ati_fragment_shader.c | 2 +-
dlls/wined3d/glsl_shader.c | 2 +-
dlls/wined3d/utils.c | 6 +++---
dlls/wined3d/wined3d_private.h | 2 +-
5 files changed, 7 insertions(+), 7 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index d0c39db..8454f72 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -6392,7 +6392,7 @@ static void fragment_prog_arbfp(struct wined3d_context *context, const struct wi
{
/* Find or create a shader implementing the fixed function pipeline
* settings, then activate it. */
- gen_ffp_frag_op(device, state, &settings, FALSE);
+ gen_ffp_frag_op(context->adapter, state, &settings, FALSE);
desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
if(!desc) {
struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
diff --git a/dlls/wined3d/ati_fragment_shader.c b/dlls/wined3d/ati_fragment_shader.c
index 34330c2..973c80f 100644
--- a/dlls/wined3d/ati_fragment_shader.c
+++ b/dlls/wined3d/ati_fragment_shader.c
@@ -844,7 +844,7 @@ static void set_tex_op_atifs(struct wined3d_context *context, const struct wined
DWORD mapped_stage;
unsigned int i;
- gen_ffp_frag_op(device, state, &settings, TRUE);
+ gen_ffp_frag_op(context->adapter, state, &settings, TRUE);
desc = (const struct atifs_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
if(!desc) {
struct atifs_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index d6540ba..c121470 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -5540,7 +5540,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, struc
struct glsl_ffp_fragment_shader *ffp_shader;
struct ffp_frag_settings settings;
- gen_ffp_frag_op(device, state, &settings, FALSE);
+ gen_ffp_frag_op(context->adapter, state, &settings, FALSE);
ffp_shader = shader_glsl_find_ffp_fragment_shader(priv, gl_info, &settings);
ps_id = ffp_shader->id;
ps_list = &ffp_shader->linked_programs;
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 86b7fa6..288e782 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -2966,7 +2966,7 @@ DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
return size;
}
-void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_state *state,
+void gen_ffp_frag_op(const struct wined3d_adapter *adapter, const struct wined3d_state *state,
struct ffp_frag_settings *settings, BOOL ignore_textype)
{
#define ARG1 0x01
@@ -3006,7 +3006,7 @@ void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_s
DWORD ttff;
DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
const struct wined3d_surface *rt = state->fb->render_targets[0];
- const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
+ const struct wined3d_gl_info *gl_info = &adapter->gl_info;
for (i = 0; i < gl_info->limits.texture_stages; ++i)
{
@@ -3226,7 +3226,7 @@ void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_s
} else {
settings->sRGB_write = 0;
}
- if (device->adapter->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
+ if (adapter->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
|| !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
{
/* No need to emulate clipplanes if GL supports native vertex shader clipping or if
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index c799635..3e26d0b 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1653,7 +1653,7 @@ struct ffp_frag_desc
extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
-void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_state *state,
+void gen_ffp_frag_op(const struct wined3d_adapter *adapter, const struct wined3d_state *state,
struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
--
1.8.1.5
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