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wined3d: Pass an IWineD3DBaseTextureImpl array to pixelshader_update_samplers().
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@ -4296,8 +4296,7 @@ static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *
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shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
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pixelshader_update_samplers(&shader->baseShader.reg_maps,
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(IWineD3DBaseTexture **)device->stateBlock->state.textures);
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pixelshader_update_samplers(&shader->baseShader.reg_maps, device->stateBlock->state.textures);
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if (!shader_buffer_init(&buffer))
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{
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@ -4195,7 +4195,7 @@ static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
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memset(&shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup, 0, sizeof(struct ps_np2fixup_info));
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if (args->np2_fixup) np2fixup = &shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup;
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pixelshader_update_samplers(&shader->baseShader.reg_maps, (IWineD3DBaseTexture **)state->textures);
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pixelshader_update_samplers(&shader->baseShader.reg_maps, state->textures);
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shader_buffer_clear(buffer);
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ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
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@ -2313,7 +2313,7 @@ HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *de
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return WINED3D_OK;
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}
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void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures)
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void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps, IWineD3DBaseTextureImpl * const *textures)
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{
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WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type;
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unsigned int i;
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@ -2332,7 +2332,7 @@ void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps, IWine
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continue;
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}
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switch (((IWineD3DBaseTextureImpl *)textures[i])->baseTexture.target)
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switch (textures[i]->baseTexture.target)
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{
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case GL_TEXTURE_RECTANGLE_ARB:
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case GL_TEXTURE_2D:
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@ -2352,7 +2352,7 @@ void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps, IWine
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default:
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FIXME("Unrecognized texture type %#x, using 2D.\n",
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((IWineD3DBaseTextureImpl *)textures[i])->baseTexture.target);
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textures[i]->baseTexture.target);
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sampler_type[i] = WINED3DSTT_2D;
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}
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}
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@ -2932,7 +2932,7 @@ HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *de
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const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
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void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
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void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps,
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IWineD3DBaseTexture * const *textures) DECLSPEC_HIDDEN;
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IWineD3DBaseTextureImpl * const *textures) DECLSPEC_HIDDEN;
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void find_ps_compile_args(const struct wined3d_state *state,
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IWineD3DPixelShaderImpl *shader, struct ps_compile_args *args) DECLSPEC_HIDDEN;
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