wined3d: Pass a wined3d_context_gl structure to find_arb_pshader().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4227,11 +4227,11 @@ static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
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}
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/* Context activation is done by the caller. */
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static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_context *context,
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static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_context_gl *context_gl,
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struct wined3d_shader *shader, const struct arb_ps_compile_args *args)
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{
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const struct wined3d_d3d_info *d3d_info = context->d3d_info;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
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const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
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struct wined3d_device *device = shader->device;
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UINT i;
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DWORD new_size;
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@ -4565,7 +4565,7 @@ static void shader_arb_select(void *shader_priv, struct wined3d_context *context
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TRACE("Using pixel shader %p.\n", ps);
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find_arb_ps_compile_args(state, context, ps, &compile_args);
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compiled = find_arb_pshader(context, ps, &compile_args);
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compiled = find_arb_pshader(context_gl, ps, &compile_args);
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priv->current_fprogram_id = compiled->prgId;
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priv->compiled_fprog = compiled;
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