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wine
wine-winehq
Commits
2f36d600
Commit
2f36d600
authored
Dec 14, 2010
by
Henri Verbeet
Committed by
Alexandre Julliard
Dec 15, 2010
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Plain Diff
wined3d: Pass an IWineD3DBaseShaderImpl pointer to shader_generate_main().
parent
51f06dcf
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4 changed files
with
7 additions
and
8 deletions
+7
-8
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+2
-2
glsl_shader.c
dlls/wined3d/glsl_shader.c
+2
-2
shader.c
dlls/wined3d/shader.c
+2
-3
wined3d_private.h
dlls/wined3d/wined3d_private.h
+1
-1
No files found.
dlls/wined3d/arb_program_shader.c
View file @
2f36d600
...
...
@@ -3771,7 +3771,7 @@ static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
}
/* Base Shader Body */
shader_generate_main
((
IWineD3DBaseShader
*
)
This
,
buffer
,
reg_maps
,
function
,
&
priv_ctx
);
shader_generate_main
((
IWineD3DBaseShader
Impl
*
)
This
,
buffer
,
reg_maps
,
function
,
&
priv_ctx
);
if
(
args
->
super
.
srgb_correction
)
{
arbfp_add_sRGB_correction
(
buffer
,
fragcolor
,
srgbtmp
[
0
],
srgbtmp
[
1
],
srgbtmp
[
2
],
srgbtmp
[
3
],
...
...
@@ -4182,7 +4182,7 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
/* The shader starts with the main function */
priv_ctx
.
in_main_func
=
TRUE
;
/* Base Shader Body */
shader_generate_main
((
IWineD3DBaseShader
*
)
This
,
buffer
,
reg_maps
,
function
,
&
priv_ctx
);
shader_generate_main
((
IWineD3DBaseShader
Impl
*
)
This
,
buffer
,
reg_maps
,
function
,
&
priv_ctx
);
if
(
!
priv_ctx
.
footer_written
)
vshader_add_footer
(
&
priv_ctx
,
shader_data
,
args
,
reg_maps
,
gl_info
,
buffer
);
...
...
dlls/wined3d/glsl_shader.c
View file @
2f36d600
...
...
@@ -4004,7 +4004,7 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
}
/* Base Shader Body */
shader_generate_main
((
IWineD3DBaseShader
*
)
This
,
buffer
,
reg_maps
,
function
,
&
priv_ctx
);
shader_generate_main
((
IWineD3DBaseShader
Impl
*
)
This
,
buffer
,
reg_maps
,
function
,
&
priv_ctx
);
/* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
if
(
reg_maps
->
shader_version
.
major
<
2
)
...
...
@@ -4089,7 +4089,7 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
shader_generate_glsl_declarations
(
context
,
buffer
,
(
IWineD3DBaseShaderImpl
*
)
This
,
reg_maps
,
&
priv_ctx
);
/* Base Shader Body */
shader_generate_main
((
IWineD3DBaseShader
*
)
This
,
buffer
,
reg_maps
,
function
,
&
priv_ctx
);
shader_generate_main
((
IWineD3DBaseShader
Impl
*
)
This
,
buffer
,
reg_maps
,
function
,
&
priv_ctx
);
/* Unpack outputs */
shader_addline
(
buffer
,
"order_ps_input(OUT);
\n
"
);
...
...
dlls/wined3d/shader.c
View file @
2f36d600
...
...
@@ -1162,10 +1162,9 @@ void shader_dump_src_param(const struct wined3d_shader_src_param *param,
/* Shared code in order to generate the bulk of the shader string.
* NOTE: A description of how to parse tokens can be found on MSDN. */
void
shader_generate_main
(
IWineD3DBaseShader
*
iface
,
struct
wined3d_shader_buffer
*
buffer
,
void
shader_generate_main
(
IWineD3DBaseShader
Impl
*
shader
,
struct
wined3d_shader_buffer
*
buffer
,
const
struct
wined3d_shader_reg_maps
*
reg_maps
,
const
DWORD
*
byte_code
,
void
*
backend_ctx
)
{
IWineD3DBaseShaderImpl
*
shader
=
(
IWineD3DBaseShaderImpl
*
)
iface
;
IWineD3DDeviceImpl
*
device
=
shader
->
baseShader
.
device
;
const
struct
wined3d_shader_frontend
*
fe
=
shader
->
baseShader
.
frontend
;
void
*
fe_data
=
shader
->
baseShader
.
frontend_data
;
...
...
@@ -1186,7 +1185,7 @@ void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffe
loop_state
.
current_depth
=
0
;
loop_state
.
current_reg
=
0
;
ctx
.
shader
=
iface
;
ctx
.
shader
=
(
IWineD3DBaseShader
*
)
shader
;
ctx
.
gl_info
=
&
device
->
adapter
->
gl_info
;
ctx
.
reg_maps
=
reg_maps
;
ctx
.
buffer
=
buffer
;
...
...
dlls/wined3d/wined3d_private.h
View file @
2f36d600
...
...
@@ -2782,7 +2782,7 @@ void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
const
struct
wined3d_shader_version
*
shader_version
)
DECLSPEC_HIDDEN
;
unsigned
int
shader_find_free_input_register
(
const
struct
wined3d_shader_reg_maps
*
reg_maps
,
unsigned
int
max
)
DECLSPEC_HIDDEN
;
void
shader_generate_main
(
IWineD3DBaseShader
*
iface
,
struct
wined3d_shader_buffer
*
buffer
,
void
shader_generate_main
(
IWineD3DBaseShader
Impl
*
shader
,
struct
wined3d_shader_buffer
*
buffer
,
const
struct
wined3d_shader_reg_maps
*
reg_maps
,
const
DWORD
*
pFunction
,
void
*
backend_ctx
)
DECLSPEC_HIDDEN
;
BOOL
shader_match_semantic
(
const
char
*
semantic_name
,
WINED3DDECLUSAGE
usage
)
DECLSPEC_HIDDEN
;
...
...
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