wined3d: Pass a wined3d_context_gl structure to shader_glsl_init_transform_feedback().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -938,11 +938,11 @@ static BOOL shader_glsl_generate_transform_feedback_varyings(struct wined3d_stri
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return have_varyings_to_record;
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}
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static void shader_glsl_init_transform_feedback(const struct wined3d_context *context,
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static void shader_glsl_init_transform_feedback(const struct wined3d_context_gl *context_gl,
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struct shader_glsl_priv *priv, GLuint program_id, struct wined3d_shader *shader)
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{
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const struct wined3d_stream_output_desc *so_desc = &shader->u.gs.so_desc;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
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struct wined3d_string_buffer *buffer;
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unsigned int i, count, length;
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const char **varyings;
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@ -10342,7 +10342,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
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GL_EXTCALL(glAttachShader(program_id, gs_id));
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checkGLcall("glAttachShader");
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shader_glsl_init_transform_feedback(context, priv, program_id, gshader);
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shader_glsl_init_transform_feedback(context_gl, priv, program_id, gshader);
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list_add_head(&gshader->linked_programs, &entry->gs.shader_entry);
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}
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