From 03a06f4ef254954baa7b5b3ba5263568d706fcda Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Fri, 28 Jun 2019 01:54:27 +0430 Subject: [PATCH] wined3d: Pass a wined3d_context_gl structure to shader_glsl_generate_domain_shader(). Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/wined3d/glsl_shader.c | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index ae08f6131fd..a793bf71f23 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -8109,14 +8109,13 @@ static void shader_glsl_generate_ds_epilogue(const struct wined3d_gl_info *gl_in shader_glsl_fixup_position(buffer, FALSE); } -static GLuint shader_glsl_generate_domain_shader(const struct wined3d_context *context, +static GLuint shader_glsl_generate_domain_shader(const struct wined3d_context_gl *context_gl, struct shader_glsl_priv *priv, const struct wined3d_shader *shader, const struct ds_compile_args *args) { - const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context); struct wined3d_string_buffer_list *string_buffers = &priv->string_buffers; const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps; + const struct wined3d_gl_info *gl_info = context_gl->c.gl_info; struct wined3d_string_buffer *buffer = &priv->shader_buffer; - const struct wined3d_gl_info *gl_info = context->gl_info; struct shader_glsl_ctx_priv priv_ctx; GLuint shader_id; @@ -8587,6 +8586,7 @@ static GLuint find_glsl_hull_shader(const struct wined3d_context *context, static GLuint find_glsl_domain_shader(const struct wined3d_context *context, struct shader_glsl_priv *priv, struct wined3d_shader *shader, const struct ds_compile_args *args) { + const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context); struct glsl_ds_compiled_shader *gl_shaders, *new_array; struct glsl_shader_private *shader_data; unsigned int i, new_size; @@ -8632,7 +8632,7 @@ static GLuint find_glsl_domain_shader(const struct wined3d_context *context, gl_shaders = new_array; string_buffer_clear(&priv->shader_buffer); - ret = shader_glsl_generate_domain_shader(context, priv, shader, args); + ret = shader_glsl_generate_domain_shader(context_gl, priv, shader, args); gl_shaders[shader_data->num_gl_shaders].args = *args; gl_shaders[shader_data->num_gl_shaders++].id = ret;