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wine
wine-cw
Commits
d0032a1a
Commit
d0032a1a
authored
Sep 27, 2006
by
Ivan Gyurdiev
Committed by
Alexandre Julliard
Sep 27, 2006
Browse files
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Browse Files
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Plain Diff
wined3d: Move device pointer into the BaseShader class.
parent
afbe00a8
Show whitespace changes
Inline
Side-by-side
Showing
6 changed files
with
42 additions
and
18 deletions
+42
-18
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+5
-2
device.c
dlls/wined3d/device.c
+12
-2
glsl_shader.c
dlls/wined3d/glsl_shader.c
+8
-3
pixelshader.c
dlls/wined3d/pixelshader.c
+6
-4
vertexshader.c
dlls/wined3d/vertexshader.c
+8
-5
wined3d_private.h
dlls/wined3d/wined3d_private.h
+3
-2
No files found.
dlls/wined3d/arb_program_shader.c
View file @
d0032a1a
...
@@ -114,6 +114,7 @@ void shader_arb_load_constants(
...
@@ -114,6 +114,7 @@ void shader_arb_load_constants(
IWineD3DVertexShaderImpl
*
vshader_impl
=
(
IWineD3DVertexShaderImpl
*
)
stateBlock
->
vertexShader
;
IWineD3DVertexShaderImpl
*
vshader_impl
=
(
IWineD3DVertexShaderImpl
*
)
stateBlock
->
vertexShader
;
IWineD3DVertexDeclarationImpl
*
vertexDeclaration
=
IWineD3DVertexDeclarationImpl
*
vertexDeclaration
=
(
IWineD3DVertexDeclarationImpl
*
)
vshader_impl
->
vertexDeclaration
;
(
IWineD3DVertexDeclarationImpl
*
)
vshader_impl
->
vertexDeclaration
;
IWineD3DDeviceImpl
*
deviceImpl
=
(
IWineD3DDeviceImpl
*
)
vshader
->
baseShader
.
device
;
if
(
NULL
!=
vertexDeclaration
&&
NULL
!=
vertexDeclaration
->
constants
)
{
if
(
NULL
!=
vertexDeclaration
&&
NULL
!=
vertexDeclaration
->
constants
)
{
/* Load DirectX 8 float constants for vertex shader */
/* Load DirectX 8 float constants for vertex shader */
...
@@ -129,7 +130,7 @@ void shader_arb_load_constants(
...
@@ -129,7 +130,7 @@ void shader_arb_load_constants(
&
stateBlock
->
set_vconstantsF
);
&
stateBlock
->
set_vconstantsF
);
/* Upload the position fixup */
/* Upload the position fixup */
GL_EXTCALL
(
glProgramEnvParameter4fvARB
(
GL_VERTEX_PROGRAM_ARB
,
ARB_SHADER_PRIVCONST_POS
,
vshader_impl
->
wineD3DDevice
->
posFixup
));
GL_EXTCALL
(
glProgramEnvParameter4fvARB
(
GL_VERTEX_PROGRAM_ARB
,
ARB_SHADER_PRIVCONST_POS
,
deviceImpl
->
posFixup
));
}
}
if
(
usePixelShader
)
{
if
(
usePixelShader
)
{
...
@@ -617,6 +618,8 @@ void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
...
@@ -617,6 +618,8 @@ void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
void
pshader_hw_tex
(
SHADER_OPCODE_ARG
*
arg
)
{
void
pshader_hw_tex
(
SHADER_OPCODE_ARG
*
arg
)
{
IWineD3DPixelShaderImpl
*
This
=
(
IWineD3DPixelShaderImpl
*
)
arg
->
shader
;
IWineD3DPixelShaderImpl
*
This
=
(
IWineD3DPixelShaderImpl
*
)
arg
->
shader
;
IWineD3DDeviceImpl
*
deviceImpl
=
(
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
;
DWORD
dst
=
arg
->
dst
;
DWORD
dst
=
arg
->
dst
;
DWORD
*
src
=
arg
->
src
;
DWORD
*
src
=
arg
->
src
;
SHADER_BUFFER
*
buffer
=
arg
->
buffer
;
SHADER_BUFFER
*
buffer
=
arg
->
buffer
;
...
@@ -670,7 +673,7 @@ void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
...
@@ -670,7 +673,7 @@ void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
tex_type
=
"2D"
;
tex_type
=
"2D"
;
}
}
if
(
This
->
wineD3DDevice
->
stateBlock
->
textureState
[
reg_sampler_code
][
D3DTSS_TEXTURETRANSFORMFLAGS
]
&
D3DTTFF_PROJECTED
)
{
if
(
deviceImpl
->
stateBlock
->
textureState
[
reg_sampler_code
][
D3DTSS_TEXTURETRANSFORMFLAGS
]
&
D3DTTFF_PROJECTED
)
{
shader_addline
(
buffer
,
"TXP %s, %s, texture[%lu], %s;
\n
"
,
shader_addline
(
buffer
,
"TXP %s, %s, texture[%lu], %s;
\n
"
,
reg_dest
,
reg_coord
,
reg_sampler_code
,
tex_type
);
reg_dest
,
reg_coord
,
reg_sampler_code
,
tex_type
);
}
else
{
}
else
{
...
...
dlls/wined3d/device.c
View file @
d0032a1a
...
@@ -95,6 +95,16 @@ static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *ifac
...
@@ -95,6 +95,16 @@ static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *ifac
*pp##type = (IWineD3D##type *) object; \
*pp##type = (IWineD3D##type *) object; \
}
}
#define D3DCREATESHADEROBJECTINSTANCE(object, type) { \
object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
D3DMEMCHECK(object, pp##type); \
object->lpVtbl = &IWineD3D##type##_Vtbl; \
object->parent = parent; \
object->ref = 1; \
object->baseShader.device = (IWineD3DDevice*) This; \
*pp##type = (IWineD3D##type *) object; \
}
#define D3DCREATERESOURCEOBJECTINSTANCE(object, type, d3dtype, _size){ \
#define D3DCREATERESOURCEOBJECTINSTANCE(object, type, d3dtype, _size){ \
object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
D3DMEMCHECK(object, pp##type); \
D3DMEMCHECK(object, pp##type); \
...
@@ -1943,7 +1953,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *ifac
...
@@ -1943,7 +1953,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *ifac
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
IWineD3DVertexShaderImpl
*
object
;
/* NOTE: impl usage is ok, this is a create */
IWineD3DVertexShaderImpl
*
object
;
/* NOTE: impl usage is ok, this is a create */
HRESULT
hr
=
WINED3D_OK
;
HRESULT
hr
=
WINED3D_OK
;
D3DCREATEOBJECTINSTANCE
(
object
,
VertexShader
)
D3DCREATE
SHADER
OBJECTINSTANCE
(
object
,
VertexShader
)
object
->
baseShader
.
shader_ins
=
IWineD3DVertexShaderImpl_shader_ins
;
object
->
baseShader
.
shader_ins
=
IWineD3DVertexShaderImpl_shader_ins
;
TRACE
(
"(%p) : Created Vertex shader %p
\n
"
,
This
,
*
ppVertexShader
);
TRACE
(
"(%p) : Created Vertex shader %p
\n
"
,
This
,
*
ppVertexShader
);
...
@@ -1988,7 +1998,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface
...
@@ -1988,7 +1998,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface
IWineD3DPixelShaderImpl
*
object
;
/* NOTE: impl allowed, this is a create */
IWineD3DPixelShaderImpl
*
object
;
/* NOTE: impl allowed, this is a create */
HRESULT
hr
=
WINED3D_OK
;
HRESULT
hr
=
WINED3D_OK
;
D3DCREATEOBJECTINSTANCE
(
object
,
PixelShader
)
D3DCREATE
SHADER
OBJECTINSTANCE
(
object
,
PixelShader
)
object
->
baseShader
.
shader_ins
=
IWineD3DPixelShaderImpl_shader_ins
;
object
->
baseShader
.
shader_ins
=
IWineD3DPixelShaderImpl_shader_ins
;
hr
=
IWineD3DPixelShader_SetFunction
(
*
ppPixelShader
,
pFunction
);
hr
=
IWineD3DPixelShader_SetFunction
(
*
ppPixelShader
,
pFunction
);
if
(
WINED3D_OK
==
hr
)
{
if
(
WINED3D_OK
==
hr
)
{
...
...
dlls/wined3d/glsl_shader.c
View file @
d0032a1a
...
@@ -288,6 +288,7 @@ void shader_glsl_load_constants(
...
@@ -288,6 +288,7 @@ void shader_glsl_load_constants(
if
(
useVertexShader
)
{
if
(
useVertexShader
)
{
IWineD3DBaseShaderImpl
*
vshader
=
(
IWineD3DBaseShaderImpl
*
)
stateBlock
->
vertexShader
;
IWineD3DBaseShaderImpl
*
vshader
=
(
IWineD3DBaseShaderImpl
*
)
stateBlock
->
vertexShader
;
IWineD3DVertexShaderImpl
*
vshader_impl
=
(
IWineD3DVertexShaderImpl
*
)
vshader
;
IWineD3DVertexShaderImpl
*
vshader_impl
=
(
IWineD3DVertexShaderImpl
*
)
vshader
;
IWineD3DDeviceImpl
*
deviceImpl
=
(
IWineD3DDeviceImpl
*
)
vshader
->
baseShader
.
device
;
GLint
pos
;
GLint
pos
;
IWineD3DVertexDeclarationImpl
*
vertexDeclaration
=
IWineD3DVertexDeclarationImpl
*
vertexDeclaration
=
...
@@ -319,7 +320,7 @@ void shader_glsl_load_constants(
...
@@ -319,7 +320,7 @@ void shader_glsl_load_constants(
/* Upload the position fixup params */
/* Upload the position fixup params */
pos
=
GL_EXTCALL
(
glGetUniformLocationARB
(
programId
,
"posFixup"
));
pos
=
GL_EXTCALL
(
glGetUniformLocationARB
(
programId
,
"posFixup"
));
checkGLcall
(
"glGetUniformLocationARB"
);
checkGLcall
(
"glGetUniformLocationARB"
);
GL_EXTCALL
(
glUniform4fvARB
(
pos
,
1
,
&
vshader_impl
->
wineD3DDevice
->
posFixup
[
0
]));
GL_EXTCALL
(
glUniform4fvARB
(
pos
,
1
,
&
deviceImpl
->
posFixup
[
0
]));
checkGLcall
(
"glUniform4fvARB"
);
checkGLcall
(
"glUniform4fvARB"
);
}
}
...
@@ -596,10 +597,12 @@ static void shader_glsl_get_register_name(
...
@@ -596,10 +597,12 @@ static void shader_glsl_get_register_name(
/* oPos, oFog and oPts in D3D */
/* oPos, oFog and oPts in D3D */
const
char
*
hwrastout_reg_names
[]
=
{
"gl_Position"
,
"gl_FogFragCoord"
,
"gl_PointSize"
};
const
char
*
hwrastout_reg_names
[]
=
{
"gl_Position"
,
"gl_FogFragCoord"
,
"gl_PointSize"
};
WineD3D_GL_Info
*
gl_info
=
&
((
IWineD3DImpl
*
)((
IWineD3DPixelShaderImpl
*
)
arg
->
shader
)
->
wineD3DDevice
->
wineD3D
)
->
gl_info
;
DWORD
reg
=
param
&
D3DSP_REGNUM_MASK
;
DWORD
reg
=
param
&
D3DSP_REGNUM_MASK
;
DWORD
regtype
=
shader_get_regtype
(
param
);
DWORD
regtype
=
shader_get_regtype
(
param
);
IWineD3DBaseShaderImpl
*
This
=
(
IWineD3DBaseShaderImpl
*
)
arg
->
shader
;
IWineD3DBaseShaderImpl
*
This
=
(
IWineD3DBaseShaderImpl
*
)
arg
->
shader
;
IWineD3DDeviceImpl
*
deviceImpl
=
(
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
;
WineD3D_GL_Info
*
gl_info
=
&
((
IWineD3DImpl
*
)
deviceImpl
->
wineD3D
)
->
gl_info
;
char
pshader
=
shader_is_pshader_version
(
This
->
baseShader
.
hex_version
);
char
pshader
=
shader_is_pshader_version
(
This
->
baseShader
.
hex_version
);
char
tmpStr
[
50
];
char
tmpStr
[
50
];
...
@@ -1356,6 +1359,8 @@ void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) {
...
@@ -1356,6 +1359,8 @@ void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) {
/* FIXME: Make this work for more than just 2D textures */
/* FIXME: Make this work for more than just 2D textures */
IWineD3DPixelShaderImpl
*
This
=
(
IWineD3DPixelShaderImpl
*
)
arg
->
shader
;
IWineD3DPixelShaderImpl
*
This
=
(
IWineD3DPixelShaderImpl
*
)
arg
->
shader
;
IWineD3DDeviceImpl
*
deviceImpl
=
(
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
;
SHADER_BUFFER
*
buffer
=
arg
->
buffer
;
SHADER_BUFFER
*
buffer
=
arg
->
buffer
;
DWORD
hex_version
=
This
->
baseShader
.
hex_version
;
DWORD
hex_version
=
This
->
baseShader
.
hex_version
;
...
@@ -1387,7 +1392,7 @@ void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) {
...
@@ -1387,7 +1392,7 @@ void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) {
}
}
sampler_type
=
arg
->
reg_maps
->
samplers
[
sampler_code
]
&
WINED3DSP_TEXTURETYPE_MASK
;
sampler_type
=
arg
->
reg_maps
->
samplers
[
sampler_code
]
&
WINED3DSP_TEXTURETYPE_MASK
;
if
(
This
->
wineD3DDevice
->
stateBlock
->
textureState
[
sampler_code
][
D3DTSS_TEXTURETRANSFORMFLAGS
]
&
D3DTTFF_PROJECTED
)
{
if
(
deviceImpl
->
stateBlock
->
textureState
[
sampler_code
][
D3DTSS_TEXTURETRANSFORMFLAGS
]
&
D3DTTFF_PROJECTED
)
{
switch
(
sampler_type
)
{
switch
(
sampler_type
)
{
case
WINED3DSTT_2D
:
case
WINED3DSTT_2D
:
...
...
dlls/wined3d/pixelshader.c
View file @
d0032a1a
...
@@ -31,7 +31,7 @@
...
@@ -31,7 +31,7 @@
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d_shader
);
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d_shader
);
#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->
wineD3DD
evice)->wineD3D))->gl_info
#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->
baseShader.d
evice)->wineD3D))->gl_info
#if 0 /* Must not be 1 in cvs version */
#if 0 /* Must not be 1 in cvs version */
# define PSTRACE(A) TRACE A
# define PSTRACE(A) TRACE A
...
@@ -102,8 +102,8 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_GetParent(IWineD3DPixelShader *if
...
@@ -102,8 +102,8 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_GetParent(IWineD3DPixelShader *if
static
HRESULT
WINAPI
IWineD3DPixelShaderImpl_GetDevice
(
IWineD3DPixelShader
*
iface
,
IWineD3DDevice
**
pDevice
){
static
HRESULT
WINAPI
IWineD3DPixelShaderImpl_GetDevice
(
IWineD3DPixelShader
*
iface
,
IWineD3DDevice
**
pDevice
){
IWineD3DPixelShaderImpl
*
This
=
(
IWineD3DPixelShaderImpl
*
)
iface
;
IWineD3DPixelShaderImpl
*
This
=
(
IWineD3DPixelShaderImpl
*
)
iface
;
IWineD3DDevice_AddRef
(
(
IWineD3DDevice
*
)
This
->
wineD3DD
evice
);
IWineD3DDevice_AddRef
(
This
->
baseShader
.
d
evice
);
*
pDevice
=
(
IWineD3DDevice
*
)
This
->
wineD3DD
evice
;
*
pDevice
=
This
->
baseShader
.
d
evice
;
TRACE
(
"(%p) returning %p
\n
"
,
This
,
*
pDevice
);
TRACE
(
"(%p) returning %p
\n
"
,
This
,
*
pDevice
);
return
WINED3D_OK
;
return
WINED3D_OK
;
}
}
...
@@ -944,7 +944,9 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *i
...
@@ -944,7 +944,9 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *i
}
}
static
HRESULT
WINAPI
IWineD3DPixelShaderImpl_CompileShader
(
IWineD3DPixelShader
*
iface
)
{
static
HRESULT
WINAPI
IWineD3DPixelShaderImpl_CompileShader
(
IWineD3DPixelShader
*
iface
)
{
IWineD3DPixelShaderImpl
*
This
=
(
IWineD3DPixelShaderImpl
*
)
iface
;
IWineD3DPixelShaderImpl
*
This
=
(
IWineD3DPixelShaderImpl
*
)
iface
;
IWineD3DDeviceImpl
*
deviceImpl
=
(
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
;
CONST
DWORD
*
function
=
This
->
baseShader
.
function
;
CONST
DWORD
*
function
=
This
->
baseShader
.
function
;
shader_reg_maps
*
reg_maps
=
&
This
->
baseShader
.
reg_maps
;
shader_reg_maps
*
reg_maps
=
&
This
->
baseShader
.
reg_maps
;
HRESULT
hr
;
HRESULT
hr
;
...
@@ -963,7 +965,7 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_CompileShader(IWineD3DPixelShader
...
@@ -963,7 +965,7 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_CompileShader(IWineD3DPixelShader
/* Second pass: figure out which registers are used, what the semantics are, etc.. */
/* Second pass: figure out which registers are used, what the semantics are, etc.. */
memset
(
reg_maps
,
0
,
sizeof
(
shader_reg_maps
));
memset
(
reg_maps
,
0
,
sizeof
(
shader_reg_maps
));
hr
=
shader_get_registers_used
((
IWineD3DBaseShader
*
)
This
,
reg_maps
,
hr
=
shader_get_registers_used
((
IWineD3DBaseShader
*
)
This
,
reg_maps
,
This
->
semantics_in
,
NULL
,
This
->
baseShader
.
function
,
This
->
wineD3DDevice
->
stateBlock
);
This
->
semantics_in
,
NULL
,
This
->
baseShader
.
function
,
deviceImpl
->
stateBlock
);
if
(
hr
!=
WINED3D_OK
)
return
hr
;
if
(
hr
!=
WINED3D_OK
)
return
hr
;
/* FIXME: validate reg_maps against OpenGL */
/* FIXME: validate reg_maps against OpenGL */
...
...
dlls/wined3d/vertexshader.c
View file @
d0032a1a
...
@@ -31,7 +31,7 @@
...
@@ -31,7 +31,7 @@
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d_shader
);
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d_shader
);
#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->
wineD3DD
evice)->wineD3D))->gl_info
#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->
baseShader.d
evice)->wineD3D))->gl_info
/* Shader debugging - Change the following line to enable debugging of software
/* Shader debugging - Change the following line to enable debugging of software
vertex shaders */
vertex shaders */
...
@@ -659,6 +659,8 @@ BOOL vshader_input_is_color(
...
@@ -659,6 +659,8 @@ BOOL vshader_input_is_color(
unsigned
int
regnum
)
{
unsigned
int
regnum
)
{
IWineD3DVertexShaderImpl
*
This
=
(
IWineD3DVertexShaderImpl
*
)
iface
;
IWineD3DVertexShaderImpl
*
This
=
(
IWineD3DVertexShaderImpl
*
)
iface
;
IWineD3DDeviceImpl
*
deviceImpl
=
(
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
;
DWORD
usage_token
=
This
->
semantics_in
[
regnum
].
usage
;
DWORD
usage_token
=
This
->
semantics_in
[
regnum
].
usage
;
DWORD
usage
=
(
usage_token
&
D3DSP_DCL_USAGE_MASK
)
>>
D3DSP_DCL_USAGE_SHIFT
;
DWORD
usage
=
(
usage_token
&
D3DSP_DCL_USAGE_MASK
)
>>
D3DSP_DCL_USAGE_SHIFT
;
DWORD
usage_idx
=
(
usage_token
&
D3DSP_DCL_USAGEINDEX_MASK
)
>>
D3DSP_DCL_USAGEINDEX_SHIFT
;
DWORD
usage_idx
=
(
usage_token
&
D3DSP_DCL_USAGEINDEX_MASK
)
>>
D3DSP_DCL_USAGEINDEX_SHIFT
;
...
@@ -669,7 +671,7 @@ BOOL vshader_input_is_color(
...
@@ -669,7 +671,7 @@ BOOL vshader_input_is_color(
vertexDeclaration
=
(
IWineD3DVertexDeclarationImpl
*
)
This
->
vertexDeclaration
;
vertexDeclaration
=
(
IWineD3DVertexDeclarationImpl
*
)
This
->
vertexDeclaration
;
}
else
{
}
else
{
/* D3D9 declaration */
/* D3D9 declaration */
vertexDeclaration
=
(
IWineD3DVertexDeclarationImpl
*
)
((
IWineD3DDeviceImpl
*
)
This
->
wineD3DDevice
)
->
stateBlock
->
vertexDecl
;
vertexDeclaration
=
(
IWineD3DVertexDeclarationImpl
*
)
(
deviceImpl
->
stateBlock
->
vertexDecl
)
;
}
}
if
(
vertexDeclaration
)
{
if
(
vertexDeclaration
)
{
...
@@ -1136,8 +1138,8 @@ static HRESULT WINAPI IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader *i
...
@@ -1136,8 +1138,8 @@ static HRESULT WINAPI IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader *i
static
HRESULT
WINAPI
IWineD3DVertexShaderImpl_GetDevice
(
IWineD3DVertexShader
*
iface
,
IWineD3DDevice
**
pDevice
){
static
HRESULT
WINAPI
IWineD3DVertexShaderImpl_GetDevice
(
IWineD3DVertexShader
*
iface
,
IWineD3DDevice
**
pDevice
){
IWineD3DVertexShaderImpl
*
This
=
(
IWineD3DVertexShaderImpl
*
)
iface
;
IWineD3DVertexShaderImpl
*
This
=
(
IWineD3DVertexShaderImpl
*
)
iface
;
IWineD3DDevice_AddRef
(
(
IWineD3DDevice
*
)
This
->
wineD3DD
evice
);
IWineD3DDevice_AddRef
(
This
->
baseShader
.
d
evice
);
*
pDevice
=
(
IWineD3DDevice
*
)
This
->
wineD3DD
evice
;
*
pDevice
=
This
->
baseShader
.
d
evice
;
TRACE
(
"(%p) returning %p
\n
"
,
This
,
*
pDevice
);
TRACE
(
"(%p) returning %p
\n
"
,
This
,
*
pDevice
);
return
WINED3D_OK
;
return
WINED3D_OK
;
}
}
...
@@ -1174,6 +1176,7 @@ static HRESULT WINAPI IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader*
...
@@ -1174,6 +1176,7 @@ static HRESULT WINAPI IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader*
static
HRESULT
WINAPI
IWineD3DVertexShaderImpl_SetFunction
(
IWineD3DVertexShader
*
iface
,
CONST
DWORD
*
pFunction
)
{
static
HRESULT
WINAPI
IWineD3DVertexShaderImpl_SetFunction
(
IWineD3DVertexShader
*
iface
,
CONST
DWORD
*
pFunction
)
{
IWineD3DVertexShaderImpl
*
This
=
(
IWineD3DVertexShaderImpl
*
)
iface
;
IWineD3DVertexShaderImpl
*
This
=
(
IWineD3DVertexShaderImpl
*
)
iface
;
IWineD3DDeviceImpl
*
deviceImpl
=
(
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
;
HRESULT
hr
;
HRESULT
hr
;
shader_reg_maps
*
reg_maps
=
&
This
->
baseShader
.
reg_maps
;
shader_reg_maps
*
reg_maps
=
&
This
->
baseShader
.
reg_maps
;
...
@@ -1201,7 +1204,7 @@ static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader
...
@@ -1201,7 +1204,7 @@ static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader
/* Second pass: figure out registers used, semantics, etc.. */
/* Second pass: figure out registers used, semantics, etc.. */
memset
(
reg_maps
,
0
,
sizeof
(
shader_reg_maps
));
memset
(
reg_maps
,
0
,
sizeof
(
shader_reg_maps
));
hr
=
shader_get_registers_used
((
IWineD3DBaseShader
*
)
This
,
reg_maps
,
hr
=
shader_get_registers_used
((
IWineD3DBaseShader
*
)
This
,
reg_maps
,
This
->
semantics_in
,
This
->
semantics_out
,
pFunction
,
This
->
wineD3DDevice
->
stateBlock
);
This
->
semantics_in
,
This
->
semantics_out
,
pFunction
,
deviceImpl
->
stateBlock
);
if
(
hr
!=
WINED3D_OK
)
return
hr
;
if
(
hr
!=
WINED3D_OK
)
return
hr
;
This
->
baseShader
.
shader_mode
=
wined3d_settings
.
vs_selected_mode
;
This
->
baseShader
.
shader_mode
=
wined3d_settings
.
vs_selected_mode
;
...
...
dlls/wined3d/wined3d_private.h
View file @
d0032a1a
...
@@ -1590,6 +1590,9 @@ typedef struct IWineD3DBaseShaderClass
...
@@ -1590,6 +1590,9 @@ typedef struct IWineD3DBaseShaderClass
struct
list
constantsI
;
struct
list
constantsI
;
shader_reg_maps
reg_maps
;
shader_reg_maps
reg_maps
;
/* Pointer to the parent device */
IWineD3DDevice
*
device
;
}
IWineD3DBaseShaderClass
;
}
IWineD3DBaseShaderClass
;
typedef
struct
IWineD3DBaseShaderImpl
{
typedef
struct
IWineD3DBaseShaderImpl
{
...
@@ -1692,7 +1695,6 @@ typedef struct IWineD3DVertexShaderImpl {
...
@@ -1692,7 +1695,6 @@ typedef struct IWineD3DVertexShaderImpl {
/* IWineD3DVertexShaderImpl */
/* IWineD3DVertexShaderImpl */
IUnknown
*
parent
;
IUnknown
*
parent
;
IWineD3DDeviceImpl
*
wineD3DDevice
;
char
usesFog
;
char
usesFog
;
DWORD
usage
;
DWORD
usage
;
...
@@ -1726,7 +1728,6 @@ typedef struct IWineD3DPixelShaderImpl {
...
@@ -1726,7 +1728,6 @@ typedef struct IWineD3DPixelShaderImpl {
/* IWineD3DPixelShaderImpl */
/* IWineD3DPixelShaderImpl */
IUnknown
*
parent
;
IUnknown
*
parent
;
IWineD3DDeviceImpl
*
wineD3DDevice
;
/* Pixel shader input semantics */
/* Pixel shader input semantics */
semantic
semantics_in
[
MAX_REG_INPUT
];
semantic
semantics_in
[
MAX_REG_INPUT
];
...
...
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