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wine
wine-cw
Commits
202a60c4
Commit
202a60c4
authored
Dec 06, 2010
by
Henri Verbeet
Committed by
Alexandre Julliard
Dec 07, 2010
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wined3d: Explicitly pass gl_info to shader_arb_generate_vshader().
parent
db164a99
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1 changed file
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4 additions
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4 deletions
+4
-4
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+4
-4
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dlls/wined3d/arb_program_shader.c
View file @
202a60c4
...
...
@@ -4067,14 +4067,13 @@ static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_nu
}
/* GL locking is done by the caller */
static
GLuint
shader_arb_generate_vshader
(
IWineD3DVertexShaderImpl
*
This
,
struct
wined3d_shader_buffer
*
buffer
,
static
GLuint
shader_arb_generate_vshader
(
IWineD3DVertexShaderImpl
*
This
,
const
struct
wined3d_gl_info
*
gl_info
,
struct
wined3d_shader_buffer
*
buffer
,
const
struct
arb_vs_compile_args
*
args
,
struct
arb_vs_compiled_shader
*
compiled
)
{
const
struct
arb_vshader_private
*
shader_data
=
This
->
baseShader
.
backend_data
;
const
struct
wined3d_shader_reg_maps
*
reg_maps
=
&
This
->
baseShader
.
reg_maps
;
CONST
DWORD
*
function
=
This
->
baseShader
.
function
;
IWineD3DDeviceImpl
*
device
=
(
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
;
const
struct
wined3d_gl_info
*
gl_info
=
&
device
->
adapter
->
gl_info
;
const
local_constant
*
lconst
;
GLuint
ret
;
DWORD
next_local
,
*
lconst_map
=
local_const_mapping
((
IWineD3DBaseShaderImpl
*
)
This
);
...
...
@@ -4163,6 +4162,7 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct
*/
if
(
!
gl_info
->
supported
[
NV_VERTEX_PROGRAM
])
{
IWineD3DDeviceImpl
*
device
=
(
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
;
const
char
*
color_init
=
arb_get_helper_value
(
WINED3D_SHADER_TYPE_VERTEX
,
ARB_0001
);
shader_addline
(
buffer
,
"MOV result.color.secondary, %s;
\n
"
,
color_init
);
...
...
@@ -4401,7 +4401,7 @@ static struct arb_vs_compiled_shader *find_arb_vshader(IWineD3DVertexShaderImpl
return
0
;
}
ret
=
shader_arb_generate_vshader
(
shader
,
&
buffer
,
args
,
ret
=
shader_arb_generate_vshader
(
shader
,
gl_info
,
&
buffer
,
args
,
&
shader_data
->
gl_shaders
[
shader_data
->
num_gl_shaders
]);
shader_buffer_free
(
&
buffer
);
shader_data
->
gl_shaders
[
shader_data
->
num_gl_shaders
].
prgId
=
ret
;
...
...
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