Commit d37f8ea8 authored by Matteo Bruni's avatar Matteo Bruni Committed by Alexandre Julliard

wined3d: Use BOOL instead of char in shader_load_constants().

parent 7cc4f47a
...@@ -635,7 +635,7 @@ static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, ...@@ -635,7 +635,7 @@ static void shader_arb_select(const struct wined3d_context *context, BOOL usePS,
*/ */
/* GL locking is done by the caller (state handler) */ /* GL locking is done by the caller (state handler) */
static void shader_arb_load_constants_internal(const struct wined3d_context *context, static void shader_arb_load_constants_internal(const struct wined3d_context *context,
char usePixelShader, char useVertexShader, BOOL from_shader_select) BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
{ {
struct wined3d_device *device = context->swapchain->device; struct wined3d_device *device = context->swapchain->device;
const struct wined3d_stateblock *stateblock = device->stateBlock; const struct wined3d_stateblock *stateblock = device->stateBlock;
...@@ -703,7 +703,7 @@ static void shader_arb_load_constants_internal(const struct wined3d_context *con ...@@ -703,7 +703,7 @@ static void shader_arb_load_constants_internal(const struct wined3d_context *con
} }
} }
static void shader_arb_load_constants(const struct wined3d_context *context, char ps, char vs) static void shader_arb_load_constants(const struct wined3d_context *context, BOOL ps, BOOL vs)
{ {
shader_arb_load_constants_internal(context, ps, vs, FALSE); shader_arb_load_constants_internal(context, ps, vs, FALSE);
} }
......
...@@ -712,7 +712,7 @@ static void shader_glsl_load_np2fixup_constants(void *shader_priv, ...@@ -712,7 +712,7 @@ static void shader_glsl_load_np2fixup_constants(void *shader_priv,
*/ */
/* GL locking is done by the caller (state handler) */ /* GL locking is done by the caller (state handler) */
static void shader_glsl_load_constants(const struct wined3d_context *context, static void shader_glsl_load_constants(const struct wined3d_context *context,
char usePixelShader, char useVertexShader) BOOL usePixelShader, BOOL useVertexShader)
{ {
const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_device *device = context->swapchain->device; struct wined3d_device *device = context->swapchain->device;
......
...@@ -1487,7 +1487,7 @@ static void shader_none_select_depth_blt(void *shader_priv, const struct wined3d ...@@ -1487,7 +1487,7 @@ static void shader_none_select_depth_blt(void *shader_priv, const struct wined3d
static void shader_none_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) {} static void shader_none_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) {}
static void shader_none_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) {} static void shader_none_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) {}
static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {} static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {}
static void shader_none_load_constants(const struct wined3d_context *context, char usePS, char useVS) {} static void shader_none_load_constants(const struct wined3d_context *context, BOOL usePS, BOOL useVS) {}
static void shader_none_load_np2fixup_constants(void *shader_priv, static void shader_none_load_np2fixup_constants(void *shader_priv,
const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) {} const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) {}
static void shader_none_destroy(struct wined3d_shader *shader) {} static void shader_none_destroy(struct wined3d_shader *shader) {}
......
...@@ -769,7 +769,7 @@ struct wined3d_shader_backend_ops ...@@ -769,7 +769,7 @@ struct wined3d_shader_backend_ops
void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info); void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count); void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count); void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS); void (*shader_load_constants)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info, void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info,
const struct wined3d_state *state); const struct wined3d_state *state);
void (*shader_destroy)(struct wined3d_shader *shader); void (*shader_destroy)(struct wined3d_shader *shader);
......
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