wined3d: Pass a wined3d_context_gl structure to set_glsl_compute_shader_program().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -10062,16 +10062,15 @@ static GLuint find_glsl_compute_shader(const struct wined3d_context_gl *context_
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}
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/* Context activation is done by the caller. */
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static void set_glsl_compute_shader_program(const struct wined3d_context *context,
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static void set_glsl_compute_shader_program(const struct wined3d_context_gl *context_gl,
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const struct wined3d_state *state, struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data)
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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_shader_prog_link *entry;
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struct wined3d_shader *shader;
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struct glsl_program_key key;
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GLuint cs_id;
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if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE)))
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if (!(context_gl->c.shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE)))
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return;
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if (!(shader = state->shader[WINED3D_SHADER_TYPE_COMPUTE]))
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@ -10591,13 +10590,14 @@ static void shader_glsl_select(void *shader_priv, struct wined3d_context *contex
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static void shader_glsl_select_compute(void *shader_priv, struct wined3d_context *context,
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const struct wined3d_state *state)
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{
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struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
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struct glsl_context_data *ctx_data = context->shader_backend_data;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct shader_glsl_priv *priv = shader_priv;
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GLuint program_id, prev_id;
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prev_id = ctx_data->glsl_program ? ctx_data->glsl_program->id : 0;
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set_glsl_compute_shader_program(context, state, priv, ctx_data);
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set_glsl_compute_shader_program(context_gl, state, priv, ctx_data);
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program_id = ctx_data->glsl_program ? ctx_data->glsl_program->id : 0;
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TRACE("Using GLSL program %u.\n", program_id);
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