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wine
wine-winehq
Commits
93a824d7
Commit
93a824d7
authored
Nov 29, 2010
by
Henri Verbeet
Committed by
Alexandre Julliard
Nov 30, 2010
Browse files
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Plain Diff
wined3d: Explicitly pass data and gl_info to shader_select_depth_blt().
parent
363d8a31
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Side-by-side
Showing
5 changed files
with
11 additions
and
12 deletions
+11
-12
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+3
-4
glsl_shader.c
dlls/wined3d/glsl_shader.c
+2
-4
shader.c
dlls/wined3d/shader.c
+2
-1
surface.c
dlls/wined3d/surface.c
+2
-2
wined3d_private.h
dlls/wined3d/wined3d_private.h
+2
-1
No files found.
dlls/wined3d/arb_program_shader.c
View file @
93a824d7
...
@@ -4624,13 +4624,12 @@ static void shader_arb_select(const struct wined3d_context *context, BOOL usePS,
...
@@ -4624,13 +4624,12 @@ static void shader_arb_select(const struct wined3d_context *context, BOOL usePS,
}
}
/* GL locking is done by the caller */
/* GL locking is done by the caller */
static
void
shader_arb_select_depth_blt
(
IWineD3DDevice
*
iface
,
enum
tex_types
tex_type
,
const
SIZE
*
ds_mask_size
)
static
void
shader_arb_select_depth_blt
(
void
*
shader_priv
,
const
struct
wined3d_gl_info
*
gl_info
,
enum
tex_types
tex_type
,
const
SIZE
*
ds_mask_size
)
{
{
const
float
mask
[]
=
{
0
.
0
f
,
0
.
0
f
,
(
float
)
ds_mask_size
->
cx
,
(
float
)
ds_mask_size
->
cy
};
const
float
mask
[]
=
{
0
.
0
f
,
0
.
0
f
,
(
float
)
ds_mask_size
->
cx
,
(
float
)
ds_mask_size
->
cy
};
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
BOOL
masked
=
ds_mask_size
->
cx
&&
ds_mask_size
->
cy
;
BOOL
masked
=
ds_mask_size
->
cx
&&
ds_mask_size
->
cy
;
struct
shader_arb_priv
*
priv
=
This
->
shader_priv
;
struct
shader_arb_priv
*
priv
=
shader_priv
;
const
struct
wined3d_gl_info
*
gl_info
=
&
This
->
adapter
->
gl_info
;
GLuint
*
blt_fprogram
;
GLuint
*
blt_fprogram
;
if
(
!
priv
->
depth_blt_vprogram_id
)
priv
->
depth_blt_vprogram_id
=
create_arb_blt_vertex_program
(
gl_info
);
if
(
!
priv
->
depth_blt_vprogram_id
)
priv
->
depth_blt_vprogram_id
=
create_arb_blt_vertex_program
(
gl_info
);
...
...
dlls/wined3d/glsl_shader.c
View file @
93a824d7
...
@@ -4622,13 +4622,11 @@ static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS
...
@@ -4622,13 +4622,11 @@ static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS
}
}
/* GL locking is done by the caller */
/* GL locking is done by the caller */
static
void
shader_glsl_select_depth_blt
(
IWineD3DDevice
*
iface
,
static
void
shader_glsl_select_depth_blt
(
void
*
shader_priv
,
const
struct
wined3d_gl_info
*
gl_info
,
enum
tex_types
tex_type
,
const
SIZE
*
ds_mask_size
)
enum
tex_types
tex_type
,
const
SIZE
*
ds_mask_size
)
{
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
const
struct
wined3d_gl_info
*
gl_info
=
&
This
->
adapter
->
gl_info
;
BOOL
masked
=
ds_mask_size
->
cx
&&
ds_mask_size
->
cy
;
BOOL
masked
=
ds_mask_size
->
cx
&&
ds_mask_size
->
cy
;
struct
shader_glsl_priv
*
priv
=
This
->
shader_priv
;
struct
shader_glsl_priv
*
priv
=
shader_priv
;
GLhandleARB
*
blt_program
;
GLhandleARB
*
blt_program
;
GLint
loc
;
GLint
loc
;
...
...
dlls/wined3d/shader.c
View file @
93a824d7
...
@@ -1510,7 +1510,8 @@ static void shader_cleanup(IWineD3DBaseShader *iface)
...
@@ -1510,7 +1510,8 @@ static void shader_cleanup(IWineD3DBaseShader *iface)
static
void
shader_none_handle_instruction
(
const
struct
wined3d_shader_instruction
*
ins
)
{}
static
void
shader_none_handle_instruction
(
const
struct
wined3d_shader_instruction
*
ins
)
{}
static
void
shader_none_select
(
const
struct
wined3d_context
*
context
,
BOOL
usePS
,
BOOL
useVS
)
{}
static
void
shader_none_select
(
const
struct
wined3d_context
*
context
,
BOOL
usePS
,
BOOL
useVS
)
{}
static
void
shader_none_select_depth_blt
(
IWineD3DDevice
*
iface
,
enum
tex_types
tex_type
,
const
SIZE
*
ds_mask_size
)
{}
static
void
shader_none_select_depth_blt
(
void
*
shader_priv
,
const
struct
wined3d_gl_info
*
gl_info
,
enum
tex_types
tex_type
,
const
SIZE
*
ds_mask_size
)
{}
static
void
shader_none_deselect_depth_blt
(
IWineD3DDevice
*
iface
)
{}
static
void
shader_none_deselect_depth_blt
(
IWineD3DDevice
*
iface
)
{}
static
void
shader_none_update_float_vertex_constants
(
IWineD3DDevice
*
iface
,
UINT
start
,
UINT
count
)
{}
static
void
shader_none_update_float_vertex_constants
(
IWineD3DDevice
*
iface
,
UINT
start
,
UINT
count
)
{}
static
void
shader_none_update_float_pixel_constants
(
IWineD3DDevice
*
iface
,
UINT
start
,
UINT
count
)
{}
static
void
shader_none_update_float_pixel_constants
(
IWineD3DDevice
*
iface
,
UINT
start
,
UINT
count
)
{}
...
...
dlls/wined3d/surface.c
View file @
93a824d7
...
@@ -4102,8 +4102,8 @@ static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl
...
@@ -4102,8 +4102,8 @@ static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl
if
(
compare_mode
!=
GL_NONE
)
glTexParameteri
(
info
.
bind_target
,
GL_TEXTURE_COMPARE_MODE_ARB
,
GL_NONE
);
if
(
compare_mode
!=
GL_NONE
)
glTexParameteri
(
info
.
bind_target
,
GL_TEXTURE_COMPARE_MODE_ARB
,
GL_NONE
);
}
}
device
->
shader_backend
->
shader_select_depth_blt
(
(
IWineD3DDevice
*
)
device
,
device
->
shader_backend
->
shader_select_depth_blt
(
device
->
shader_priv
,
info
.
tex_type
,
&
This
->
ds_current_size
);
gl_info
,
info
.
tex_type
,
&
This
->
ds_current_size
);
glBegin
(
GL_TRIANGLE_STRIP
);
glBegin
(
GL_TRIANGLE_STRIP
);
glTexCoord3fv
(
info
.
coords
[
0
]);
glTexCoord3fv
(
info
.
coords
[
0
]);
...
...
dlls/wined3d/wined3d_private.h
View file @
93a824d7
...
@@ -744,7 +744,8 @@ struct wined3d_state;
...
@@ -744,7 +744,8 @@ struct wined3d_state;
typedef
struct
{
typedef
struct
{
void
(
*
shader_handle_instruction
)(
const
struct
wined3d_shader_instruction
*
);
void
(
*
shader_handle_instruction
)(
const
struct
wined3d_shader_instruction
*
);
void
(
*
shader_select
)(
const
struct
wined3d_context
*
context
,
BOOL
usePS
,
BOOL
useVS
);
void
(
*
shader_select
)(
const
struct
wined3d_context
*
context
,
BOOL
usePS
,
BOOL
useVS
);
void
(
*
shader_select_depth_blt
)(
IWineD3DDevice
*
iface
,
enum
tex_types
tex_type
,
const
SIZE
*
ds_mask_size
);
void
(
*
shader_select_depth_blt
)(
void
*
shader_priv
,
const
struct
wined3d_gl_info
*
gl_info
,
enum
tex_types
tex_type
,
const
SIZE
*
ds_mask_size
);
void
(
*
shader_deselect_depth_blt
)(
IWineD3DDevice
*
iface
);
void
(
*
shader_deselect_depth_blt
)(
IWineD3DDevice
*
iface
);
void
(
*
shader_update_float_vertex_constants
)(
IWineD3DDevice
*
iface
,
UINT
start
,
UINT
count
);
void
(
*
shader_update_float_vertex_constants
)(
IWineD3DDevice
*
iface
,
UINT
start
,
UINT
count
);
void
(
*
shader_update_float_pixel_constants
)(
IWineD3DDevice
*
iface
,
UINT
start
,
UINT
count
);
void
(
*
shader_update_float_pixel_constants
)(
IWineD3DDevice
*
iface
,
UINT
start
,
UINT
count
);
...
...
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