wined3d: Explicitly pass blit_priv and gl_info to gen_p8_shader().
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@ -6771,12 +6771,11 @@ static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype,
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return TRUE;
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}
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static GLuint gen_p8_shader(IWineD3DDeviceImpl *device, GLenum textype)
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static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
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const struct wined3d_gl_info *gl_info, GLenum textype)
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{
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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GLenum shader;
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struct wined3d_shader_buffer buffer;
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struct arbfp_blit_priv *priv = device->blit_priv;
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GLint pos;
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/* Shader header */
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@ -7068,7 +7067,7 @@ static HRESULT arbfp_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surfac
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case COMPLEX_FIXUP_P8:
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shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
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if (!shader) shader = gen_p8_shader(device, textype);
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if (!shader) shader = gen_p8_shader(priv, gl_info, textype);
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upload_palette(surface);
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break;
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