wined3d: Pass a wined3d_context_gl structure to shader_glsl_generate_ffp_fragment_shader().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -9362,13 +9362,13 @@ static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer *buffer, un
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/* Context activation is done by the caller. */
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static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *priv,
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const struct ffp_frag_settings *settings, const struct wined3d_context *context)
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const struct ffp_frag_settings *settings, const struct wined3d_context_gl *context_gl)
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{
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struct wined3d_string_buffer *tex_reg_name = string_buffer_get(&priv->string_buffers);
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enum wined3d_cmp_func alpha_test_func = settings->alpha_test_func + 1;
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struct wined3d_string_buffer *buffer = &priv->shader_buffer;
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BYTE lum_map = 0, bump_map = 0, tex_map = 0, tss_const_map = 0;
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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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const BOOL legacy_syntax = needs_legacy_glsl_syntax(gl_info);
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BOOL tempreg_used = FALSE, tfactor_used = FALSE;
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UINT lowest_disabled_stage;
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@ -9497,7 +9497,7 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
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if (sampler_type)
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{
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if (shader_glsl_use_layout_binding_qualifier(gl_info))
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shader_glsl_append_sampler_binding_qualifier(buffer, context, NULL, stage);
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shader_glsl_append_sampler_binding_qualifier(buffer, &context_gl->c, NULL, stage);
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shader_addline(buffer, "uniform sampler%s ps_sampler%u;\n", sampler_type, stage);
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}
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@ -9795,6 +9795,7 @@ static struct glsl_ffp_vertex_shader *shader_glsl_find_ffp_vertex_shader(struct
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static struct glsl_ffp_fragment_shader *shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv *priv,
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const struct ffp_frag_settings *args, const struct wined3d_context *context)
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{
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const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
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struct glsl_ffp_fragment_shader *glsl_desc;
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const struct ffp_frag_desc *desc;
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@ -9805,7 +9806,7 @@ static struct glsl_ffp_fragment_shader *shader_glsl_find_ffp_fragment_shader(str
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return NULL;
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glsl_desc->entry.settings = *args;
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glsl_desc->id = shader_glsl_generate_ffp_fragment_shader(priv, args, context);
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glsl_desc->id = shader_glsl_generate_ffp_fragment_shader(priv, args, context_gl);
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list_init(&glsl_desc->linked_programs);
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add_ffp_frag_shader(&priv->ffp_fragment_shaders, &glsl_desc->entry);
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