From 31d1417ca3cc552e857b2598f9b635fcfbd2e09d Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Mon, 24 May 2010 09:56:37 +0200 Subject: [PATCH] wined3d: Set the nvidia_texture_shader.c GLINFO_LOCATION to *gl_info. --- dlls/wined3d/nvidia_texture_shader.c | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/dlls/wined3d/nvidia_texture_shader.c b/dlls/wined3d/nvidia_texture_shader.c index 3587db97581..d22989d018c 100644 --- a/dlls/wined3d/nvidia_texture_shader.c +++ b/dlls/wined3d/nvidia_texture_shader.c @@ -28,7 +28,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d); -#define GLINFO_LOCATION stateblock->device->adapter->gl_info +#define GLINFO_LOCATION (*gl_info) /* GL locking for state handlers is done by the caller. */ @@ -137,7 +137,6 @@ void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEX GLenum portion = is_alpha ? GL_ALPHA : GL_RGB; GLenum target = GL_COMBINER0_NV + stage; GLenum output; - IWineD3DStateBlockImpl *stateblock = This->stateBlock; /* For GLINFO_LOCATION */ TRACE("stage %d, is_alpha %d, op %s, arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n", stage, is_alpha, debug_d3dtop(op), arg1, arg2, arg3, texture_idx); @@ -579,6 +578,7 @@ static void nvts_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, str { DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); DWORD mapped_stage = stateblock->device->texUnitMap[stage + 1]; + const struct wined3d_gl_info *gl_info = context->gl_info; float mat[2][2]; /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to @@ -587,7 +587,7 @@ static void nvts_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, str * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix * for stage + 1. Keep the nvrc tex unit mapping in mind too */ - if (mapped_stage < context->gl_info->limits.textures) + if (mapped_stage < gl_info->limits.textures) { GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage)); checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))"); @@ -606,6 +606,7 @@ static void nvts_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, str static void nvrc_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) { + const struct wined3d_gl_info *gl_info = context->gl_info; float col[4]; D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col); GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));