Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
W
wine-winehq
Project
Project
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Registry
Registry
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
wine
wine-winehq
Commits
7bc7caf4
Commit
7bc7caf4
authored
Dec 15, 2010
by
Henri Verbeet
Committed by
Alexandre Julliard
Dec 16, 2010
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
wined3d: Pass an IWineD3DBaseTextureImpl array to pixelshader_update_samplers().
parent
eda1787b
Hide whitespace changes
Inline
Side-by-side
Showing
4 changed files
with
6 additions
and
7 deletions
+6
-7
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+1
-2
glsl_shader.c
dlls/wined3d/glsl_shader.c
+1
-1
shader.c
dlls/wined3d/shader.c
+3
-3
wined3d_private.h
dlls/wined3d/wined3d_private.h
+1
-1
No files found.
dlls/wined3d/arb_program_shader.c
View file @
7bc7caf4
...
@@ -4296,8 +4296,7 @@ static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *
...
@@ -4296,8 +4296,7 @@ static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *
shader_data
->
gl_shaders
[
shader_data
->
num_gl_shaders
].
args
=
*
args
;
shader_data
->
gl_shaders
[
shader_data
->
num_gl_shaders
].
args
=
*
args
;
pixelshader_update_samplers
(
&
shader
->
baseShader
.
reg_maps
,
pixelshader_update_samplers
(
&
shader
->
baseShader
.
reg_maps
,
device
->
stateBlock
->
state
.
textures
);
(
IWineD3DBaseTexture
**
)
device
->
stateBlock
->
state
.
textures
);
if
(
!
shader_buffer_init
(
&
buffer
))
if
(
!
shader_buffer_init
(
&
buffer
))
{
{
...
...
dlls/wined3d/glsl_shader.c
View file @
7bc7caf4
...
@@ -4195,7 +4195,7 @@ static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
...
@@ -4195,7 +4195,7 @@ static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
memset
(
&
shader_data
->
gl_shaders
[
shader_data
->
num_gl_shaders
].
np2fixup
,
0
,
sizeof
(
struct
ps_np2fixup_info
));
memset
(
&
shader_data
->
gl_shaders
[
shader_data
->
num_gl_shaders
].
np2fixup
,
0
,
sizeof
(
struct
ps_np2fixup_info
));
if
(
args
->
np2_fixup
)
np2fixup
=
&
shader_data
->
gl_shaders
[
shader_data
->
num_gl_shaders
].
np2fixup
;
if
(
args
->
np2_fixup
)
np2fixup
=
&
shader_data
->
gl_shaders
[
shader_data
->
num_gl_shaders
].
np2fixup
;
pixelshader_update_samplers
(
&
shader
->
baseShader
.
reg_maps
,
(
IWineD3DBaseTexture
**
)
state
->
textures
);
pixelshader_update_samplers
(
&
shader
->
baseShader
.
reg_maps
,
state
->
textures
);
shader_buffer_clear
(
buffer
);
shader_buffer_clear
(
buffer
);
ret
=
shader_glsl_generate_pshader
(
context
,
buffer
,
shader
,
args
,
np2fixup
);
ret
=
shader_glsl_generate_pshader
(
context
,
buffer
,
shader
,
args
,
np2fixup
);
...
...
dlls/wined3d/shader.c
View file @
7bc7caf4
...
@@ -2313,7 +2313,7 @@ HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *de
...
@@ -2313,7 +2313,7 @@ HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *de
return
WINED3D_OK
;
return
WINED3D_OK
;
}
}
void
pixelshader_update_samplers
(
struct
wined3d_shader_reg_maps
*
reg_maps
,
IWineD3DBaseTexture
*
const
*
textures
)
void
pixelshader_update_samplers
(
struct
wined3d_shader_reg_maps
*
reg_maps
,
IWineD3DBaseTexture
Impl
*
const
*
textures
)
{
{
WINED3DSAMPLER_TEXTURE_TYPE
*
sampler_type
=
reg_maps
->
sampler_type
;
WINED3DSAMPLER_TEXTURE_TYPE
*
sampler_type
=
reg_maps
->
sampler_type
;
unsigned
int
i
;
unsigned
int
i
;
...
@@ -2332,7 +2332,7 @@ void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps, IWine
...
@@ -2332,7 +2332,7 @@ void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps, IWine
continue
;
continue
;
}
}
switch
(
((
IWineD3DBaseTextureImpl
*
)
textures
[
i
])
->
baseTexture
.
target
)
switch
(
textures
[
i
]
->
baseTexture
.
target
)
{
{
case
GL_TEXTURE_RECTANGLE_ARB
:
case
GL_TEXTURE_RECTANGLE_ARB
:
case
GL_TEXTURE_2D
:
case
GL_TEXTURE_2D
:
...
@@ -2352,7 +2352,7 @@ void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps, IWine
...
@@ -2352,7 +2352,7 @@ void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps, IWine
default:
default:
FIXME
(
"Unrecognized texture type %#x, using 2D.
\n
"
,
FIXME
(
"Unrecognized texture type %#x, using 2D.
\n
"
,
((
IWineD3DBaseTextureImpl
*
)
textures
[
i
])
->
baseTexture
.
target
);
textures
[
i
]
->
baseTexture
.
target
);
sampler_type
[
i
]
=
WINED3DSTT_2D
;
sampler_type
[
i
]
=
WINED3DSTT_2D
;
}
}
}
}
...
...
dlls/wined3d/wined3d_private.h
View file @
7bc7caf4
...
@@ -2932,7 +2932,7 @@ HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *de
...
@@ -2932,7 +2932,7 @@ HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *de
const
DWORD
*
byte_code
,
const
struct
wined3d_shader_signature
*
output_signature
,
const
DWORD
*
byte_code
,
const
struct
wined3d_shader_signature
*
output_signature
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
)
DECLSPEC_HIDDEN
;
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
)
DECLSPEC_HIDDEN
;
void
pixelshader_update_samplers
(
struct
wined3d_shader_reg_maps
*
reg_maps
,
void
pixelshader_update_samplers
(
struct
wined3d_shader_reg_maps
*
reg_maps
,
IWineD3DBaseTexture
*
const
*
textures
)
DECLSPEC_HIDDEN
;
IWineD3DBaseTexture
Impl
*
const
*
textures
)
DECLSPEC_HIDDEN
;
void
find_ps_compile_args
(
const
struct
wined3d_state
*
state
,
void
find_ps_compile_args
(
const
struct
wined3d_state
*
state
,
IWineD3DPixelShaderImpl
*
shader
,
struct
ps_compile_args
*
args
)
DECLSPEC_HIDDEN
;
IWineD3DPixelShaderImpl
*
shader
,
struct
ps_compile_args
*
args
)
DECLSPEC_HIDDEN
;
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment