On 12 May 2013 15:30, Stefan Dösinger <ste...@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, > + const struct wined3d_state *state, void *shader_priv); > 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); > 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.