wined3d: Pass a wined3d_context_gl structure to find_glsl_domain_shader().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2019-07-02 02:10:32 +04:30 committed by Alexandre Julliard
parent 62d6520fa6
commit 32dbfda4d5
1 changed files with 2 additions and 3 deletions

View File

@ -8578,10 +8578,9 @@ static GLuint find_glsl_hull_shader(const struct wined3d_context_gl *context_gl,
return ret;
}
static GLuint find_glsl_domain_shader(const struct wined3d_context *context,
static GLuint find_glsl_domain_shader(const struct wined3d_context_gl *context_gl,
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;
@ -10162,7 +10161,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
struct ds_compile_args args;
find_ds_compile_args(state, dshader, &args, context);
ds_id = find_glsl_domain_shader(context, priv, dshader, &args);
ds_id = find_glsl_domain_shader(context_gl, priv, dshader, &args);
}
gshader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];