mirror of
git://source.winehq.org/git/wine.git
synced 2024-10-10 21:21:15 +00:00
wined3d: Avoid some interface pointers in set_glsl_shader_program().
This commit is contained in:
parent
a925e3fae6
commit
77beea98b9
|
@ -4289,8 +4289,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
|
|||
IWineD3DDeviceImpl *device, BOOL use_ps, BOOL use_vs)
|
||||
{
|
||||
const struct wined3d_state *state = &device->stateBlock->state;
|
||||
IWineD3DVertexShader *vshader = use_vs ? (IWineD3DVertexShader *)state->vertex_shader : NULL;
|
||||
IWineD3DPixelShader *pshader = use_ps ? (IWineD3DPixelShader *)state->pixel_shader : NULL;
|
||||
IWineD3DVertexShaderImpl *vshader = use_vs ? state->vertex_shader : NULL;
|
||||
IWineD3DPixelShaderImpl *pshader = use_ps ? state->pixel_shader : NULL;
|
||||
const struct wined3d_gl_info *gl_info = context->gl_info;
|
||||
struct shader_glsl_priv *priv = device->shader_priv;
|
||||
struct glsl_shader_prog_link *entry = NULL;
|
||||
|
@ -4301,11 +4301,13 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
|
|||
struct ps_compile_args ps_compile_args;
|
||||
struct vs_compile_args vs_compile_args;
|
||||
|
||||
if (vshader) find_vs_compile_args(state, (IWineD3DVertexShaderImpl *)vshader, &vs_compile_args);
|
||||
if (pshader) find_ps_compile_args(state, (IWineD3DPixelShaderImpl *)pshader, &ps_compile_args);
|
||||
if (vshader) find_vs_compile_args(state, vshader, &vs_compile_args);
|
||||
if (pshader) find_ps_compile_args(state, pshader, &ps_compile_args);
|
||||
|
||||
entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
|
||||
if (entry) {
|
||||
entry = get_glsl_program_entry(priv, (IWineD3DVertexShader *)vshader, (IWineD3DPixelShader *)pshader,
|
||||
&vs_compile_args, &ps_compile_args);
|
||||
if (entry)
|
||||
{
|
||||
priv->glsl_program = entry;
|
||||
return;
|
||||
}
|
||||
|
@ -4317,8 +4319,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
|
|||
/* Create the entry */
|
||||
entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
|
||||
entry->programId = programId;
|
||||
entry->vshader = vshader;
|
||||
entry->pshader = pshader;
|
||||
entry->vshader = (IWineD3DVertexShader *)vshader;
|
||||
entry->pshader = (IWineD3DPixelShader *)pshader;
|
||||
entry->vs_args = vs_compile_args;
|
||||
entry->ps_args = ps_compile_args;
|
||||
entry->constant_version = 0;
|
||||
|
@ -4332,12 +4334,12 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
|
|||
/* Attach GLSL vshader */
|
||||
if (vshader)
|
||||
{
|
||||
GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer,
|
||||
(IWineD3DVertexShaderImpl *)vshader, &vs_compile_args);
|
||||
WORD map = ((IWineD3DBaseShaderImpl *)vshader)->baseShader.reg_maps.input_registers;
|
||||
GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer, vshader, &vs_compile_args);
|
||||
WORD map = vshader->baseShader.reg_maps.input_registers;
|
||||
char tmp_name[10];
|
||||
|
||||
reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
|
||||
reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer,
|
||||
(IWineD3DVertexShader *)vshader, (IWineD3DPixelShader *)pshader, gl_info);
|
||||
TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
|
||||
GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
|
||||
checkGLcall("glAttachObjectARB");
|
||||
|
@ -4368,19 +4370,19 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
|
|||
}
|
||||
checkGLcall("glBindAttribLocationARB");
|
||||
|
||||
list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
|
||||
list_add_head(&vshader->baseShader.linked_programs, &entry->vshader_entry);
|
||||
}
|
||||
|
||||
/* Attach GLSL pshader */
|
||||
if (pshader)
|
||||
{
|
||||
GLhandleARB pshader_id = find_glsl_pshader(context, &priv->shader_buffer,
|
||||
(IWineD3DPixelShaderImpl *)pshader, &ps_compile_args, &entry->np2Fixup_info);
|
||||
pshader, &ps_compile_args, &entry->np2Fixup_info);
|
||||
TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
|
||||
GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
|
||||
checkGLcall("glAttachObjectARB");
|
||||
|
||||
list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
|
||||
list_add_head(&pshader->baseShader.linked_programs, &entry->pshader_entry);
|
||||
}
|
||||
|
||||
/* Link the program */
|
||||
|
@ -4439,8 +4441,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
|
|||
checkGLcall("Find glsl program uniform locations");
|
||||
|
||||
if (pshader
|
||||
&& ((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version.major >= 3
|
||||
&& ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > vec4_varyings(3, gl_info))
|
||||
&& pshader->baseShader.reg_maps.shader_version.major >= 3
|
||||
&& pshader->declared_in_count > vec4_varyings(3, gl_info))
|
||||
{
|
||||
TRACE("Shader %d needs vertex color clamping disabled\n", programId);
|
||||
entry->vertex_color_clamp = GL_FALSE;
|
||||
|
@ -4467,11 +4469,11 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
|
|||
* load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
|
||||
* later
|
||||
*/
|
||||
if (pshader && !((IWineD3DBaseShaderImpl *)pshader)->baseShader.load_local_constsF)
|
||||
if (pshader && !pshader->baseShader.load_local_constsF)
|
||||
{
|
||||
hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
|
||||
}
|
||||
if (vshader && !((IWineD3DBaseShaderImpl *)vshader)->baseShader.load_local_constsF)
|
||||
if (vshader && !vshader->baseShader.load_local_constsF)
|
||||
{
|
||||
hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue