diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 1b04e9addb8..2ed5e7afb89 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -8332,14 +8332,13 @@ static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_con } /* Context activation is done by the caller. */ -static GLuint shader_glsl_generate_compute_shader(const struct wined3d_context *context, +static GLuint shader_glsl_generate_compute_shader(const struct wined3d_context_gl *context_gl, struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers, const struct wined3d_shader *shader) { const struct wined3d_shader_thread_group_size *thread_group_size = &shader->u.cs.thread_group_size; - const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context); const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps; - const struct wined3d_gl_info *gl_info = context->gl_info; + const struct wined3d_gl_info *gl_info = context_gl->c.gl_info; struct shader_glsl_ctx_priv priv_ctx; GLuint shader_id; unsigned int i; @@ -10010,7 +10009,7 @@ static HRESULT shader_glsl_compile_compute_shader(struct shader_glsl_priv *priv, TRACE("Compiling compute shader %p.\n", shader); string_buffer_clear(buffer); - shader_id = shader_glsl_generate_compute_shader(context, buffer, &priv->string_buffers, shader); + shader_id = shader_glsl_generate_compute_shader(context_gl, buffer, &priv->string_buffers, shader); gl_shaders[shader_data->num_gl_shaders++].id = shader_id; program_id = GL_EXTCALL(glCreateProgram());