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wine
wine-winehq
Commits
a1494dee
Commit
a1494dee
authored
Apr 17, 2024
by
Henri Verbeet
Committed by
Alexandre Julliard
Apr 23, 2024
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wined3d: Pass a shader_glsl_priv structure to shader_glsl_generate_fragment_shader().
Much like we do for e.g. shader_glsl_generate_vertex_shader().
parent
752126d6
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1 changed file
with
8 additions
and
9 deletions
+8
-9
glsl_shader.c
dlls/wined3d/glsl_shader.c
+8
-9
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dlls/wined3d/glsl_shader.c
View file @
a1494dee
...
...
@@ -7661,13 +7661,14 @@ static void shader_glsl_generate_ps_epilogue(const struct wined3d_gl_info *gl_in
/* Context activation is done by the caller. */
static
GLuint
shader_glsl_generate_fragment_shader
(
const
struct
wined3d_context_gl
*
context_gl
,
struct
wined3d_string_buffer
*
buffer
,
struct
wined3d_string_buffer_list
*
string_buffers
,
const
struct
wined3d_shader
*
shader
,
const
struct
ps_compile_args
*
args
,
struct
ps_np2fixup_info
*
np2fixup_info
)
struct
shader_glsl_priv
*
priv
,
const
struct
wined3d_shader
*
shader
,
const
struct
ps_compile_args
*
args
,
struct
ps_np2fixup_info
*
np2fixup_info
)
{
const
struct
wined3d_shader_reg_maps
*
reg_maps
=
&
shader
->
reg_maps
;
struct
wined3d_string_buffer_list
*
string_buffers
=
&
priv
->
string_buffers
;
const
struct
wined3d_shader_version
*
version
=
&
reg_maps
->
shader_version
;
const
struct
wined3d_gl_info
*
gl_info
=
context_gl
->
gl_info
;
struct
wined3d_string_buffer
*
buffer
=
&
priv
->
shader_buffer
;
const
char
*
prefix
=
shader_glsl_get_prefix
(
version
->
type
);
BOOL
legacy_syntax
=
needs_legacy_glsl_syntax
(
gl_info
);
unsigned
int
i
,
extra_constants_needed
=
0
;
...
...
@@ -8537,8 +8538,7 @@ static GLuint shader_glsl_generate_compute_shader(const struct wined3d_context_g
}
static
GLuint
find_glsl_fragment_shader
(
const
struct
wined3d_context_gl
*
context_gl
,
struct
wined3d_string_buffer
*
buffer
,
struct
wined3d_string_buffer_list
*
string_buffers
,
struct
wined3d_shader
*
shader
,
struct
shader_glsl_priv
*
priv
,
struct
wined3d_shader
*
shader
,
const
struct
ps_compile_args
*
args
,
const
struct
ps_np2fixup_info
**
np2fixup_info
)
{
struct
glsl_ps_compiled_shader
*
gl_shaders
,
*
new_array
;
...
...
@@ -8602,8 +8602,8 @@ static GLuint find_glsl_fragment_shader(const struct wined3d_context_gl *context
memset
(
np2fixup
,
0
,
sizeof
(
*
np2fixup
));
*
np2fixup_info
=
args
->
np2_fixup
?
np2fixup
:
NULL
;
string_buffer_clear
(
buffer
);
ret
=
shader_glsl_generate_fragment_shader
(
context_gl
,
buffer
,
string_buffers
,
shader
,
args
,
np2fixup
);
string_buffer_clear
(
&
priv
->
shader_
buffer
);
ret
=
shader_glsl_generate_fragment_shader
(
context_gl
,
priv
,
shader
,
args
,
np2fixup
);
gl_shaders
[
shader_data
->
num_gl_shaders
++
].
id
=
ret
;
return
ret
;
...
...
@@ -10368,8 +10368,7 @@ static void set_glsl_shader_program(const struct wined3d_context_gl *context_gl,
pshader
=
state
->
shader
[
WINED3D_SHADER_TYPE_PIXEL
];
find_ps_compile_args
(
state
,
pshader
,
context_gl
->
c
.
stream_info
.
position_transformed
,
&
ps_compile_args
,
&
context_gl
->
c
);
ps_id
=
find_glsl_fragment_shader
(
context_gl
,
&
priv
->
shader_buffer
,
&
priv
->
string_buffers
,
pshader
,
&
ps_compile_args
,
&
np2fixup_info
);
ps_id
=
find_glsl_fragment_shader
(
context_gl
,
priv
,
pshader
,
&
ps_compile_args
,
&
np2fixup_info
);
ps_list
=
&
pshader
->
linked_programs
;
}
else
if
(
priv
->
fragment_pipe
==
&
glsl_fragment_pipe
...
...
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