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Zsolt Vadász
wine
Commits
78652a5f
Commit
78652a5f
authored
14 years ago
by
Henri Verbeet
Committed by
Alexandre Julliard
14 years ago
Browse files
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wined3d: Explicitly pass shader_data, reg_maps and gl_info to vshader_add_footer().
parent
e9ff40d9
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1 changed file
dlls/wined3d/arb_program_shader.c
+8
-8
8 additions, 8 deletions
dlls/wined3d/arb_program_shader.c
with
8 additions
and
8 deletions
dlls/wined3d/arb_program_shader.c
+
8
−
8
View file @
78652a5f
...
...
@@ -3097,13 +3097,11 @@ static void shader_hw_label(const struct wined3d_shader_instruction *ins)
shader_addline
(
buffer
,
"l%u:
\n
"
,
ins
->
src
[
0
].
reg
.
idx
);
}
static
void
vshader_add_footer
(
IWineD3DVertexShaderImpl
*
This
,
struct
wined3d_shader_buffer
*
buffer
,
const
struct
arb_vs_compile_args
*
args
,
struct
shader_arb_ctx_priv
*
priv_ctx
)
static
void
vshader_add_footer
(
struct
shader_arb_ctx_priv
*
priv_ctx
,
const
struct
arb_vshader_private
*
shader_data
,
const
struct
arb_vs_compile_args
*
args
,
const
struct
shader_reg_maps
*
reg_maps
,
const
struct
wined3d_gl_info
*
gl_info
,
struct
wined3d_shader_buffer
*
buffer
)
{
const
struct
arb_vshader_private
*
shader_data
=
This
->
baseShader
.
backend_data
;
const
shader_reg_maps
*
reg_maps
=
&
This
->
baseShader
.
reg_maps
;
IWineD3DDeviceImpl
*
device
=
(
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
;
const
struct
wined3d_gl_info
*
gl_info
=
&
device
->
adapter
->
gl_info
;
unsigned
int
i
;
/* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
...
...
@@ -3200,7 +3198,8 @@ static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
if
(
vshader
)
{
if
(
priv
->
in_main_func
)
vshader_add_footer
((
IWineD3DVertexShaderImpl
*
)
shader
,
buffer
,
priv
->
cur_vs_args
,
priv
);
if
(
priv
->
in_main_func
)
vshader_add_footer
(
priv
,
shader
->
baseShader
.
backend_data
,
priv
->
cur_vs_args
,
ins
->
ctx
->
reg_maps
,
ins
->
ctx
->
gl_info
,
buffer
);
}
shader_addline
(
buffer
,
"RET;
\n
"
);
...
...
@@ -4183,7 +4182,8 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct
/* Base Shader Body */
shader_generate_main
((
IWineD3DBaseShader
*
)
This
,
buffer
,
reg_maps
,
function
,
&
priv_ctx
);
if
(
!
priv_ctx
.
footer_written
)
vshader_add_footer
(
This
,
buffer
,
args
,
&
priv_ctx
);
if
(
!
priv_ctx
.
footer_written
)
vshader_add_footer
(
&
priv_ctx
,
shader_data
,
args
,
reg_maps
,
gl_info
,
buffer
);
shader_addline
(
buffer
,
"END
\n
"
);
...
...
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