On 12 May 2013 15:30, Stefan Dösinger stefan@codeweavers.com wrote:
@@ -806,7 +806,8 @@ struct wined3d_shader_backend_ops void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info); void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count); void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
- void (*shader_load_constants)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
- void (*shader_load_constants)(const struct wined3d_context *context, BOOL usePS, BOOL useVS,
void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info, const struct wined3d_state *state); void (*shader_destroy)(struct wined3d_shader *shader);const struct wined3d_state *state, void *shader_priv);
I think we'll want shader_priv to be the first argument, for consistency with the other calls. I don't think usePS and useVS are needed anymore.