wined3d: Move constant loading out of DrawPrimDrawStrided() and enable
loading float constants for GLSL.
- DrawPrim is just too big of a function. This separates the passing
of constants to the shader into new functions.
- Fixes an off-by-one error when loading vertex declaration constants
(should be <, not <=)
- Adds a function for GLSL loading of constants (aka Uniforms)
- Adds a GLSL program variable to the stateblock and sets it to 0 (a
future patch will actually create this program)
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 3a42228..149cb5b 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1070,6 +1070,8 @@
/* Sampler States */
DWORD samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
+ /* Current GLSL Shader Program */
+ GLhandleARB shaderPrgId;
};
extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;