Commit 8c1e326e authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Explicitly pass shader_data and reg_maps to need_rel_addr_const().

parent e43cd744
......@@ -316,11 +316,11 @@ struct shader_arb_priv
};
/* GL locking for state handlers is done by the caller. */
static BOOL need_rel_addr_const(IWineD3DVertexShaderImpl *shader, const struct wined3d_gl_info *gl_info)
static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
const struct shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
{
const struct arb_vshader_private *shader_data = shader->baseShader.backend_data;
if (shader_data->rel_offset) return TRUE;
if (!shader->baseShader.reg_maps.usesmova) return FALSE;
if (!reg_maps->usesmova) return FALSE;
return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
}
......@@ -333,7 +333,8 @@ static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
static BOOL need_helper_const(IWineD3DVertexShaderImpl *shader, const struct wined3d_gl_info *gl_info)
{
if (need_rel_addr_const(shader, gl_info)) return TRUE;
if (need_rel_addr_const(shader->baseShader.backend_data,
&shader->baseShader.reg_maps, gl_info)) return TRUE;
if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
......@@ -349,7 +350,8 @@ static unsigned int reserved_vs_const(IWineD3DVertexShaderImpl *shader, const st
/* We use one PARAM for the pos fixup, and in some cases one to load
* some immediate values into the shader. */
if (need_helper_const(shader, gl_info)) ++ret;
if (need_rel_addr_const(shader, gl_info)) ++ret;
if (need_rel_addr_const(shader->baseShader.backend_data,
&shader->baseShader.reg_maps, gl_info)) ++ret;
return ret;
}
......@@ -4106,7 +4108,7 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct
{
shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps);
}
if (need_rel_addr_const(This, gl_info))
if (need_rel_addr_const(shader_data, reg_maps, gl_info))
{
shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
shader_addline(buffer, "TEMP A0_SHADOW;\n");
......
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