wined3d: Pass a wined3d_context_gl structure to shader_glsl_ffp_vertex_texmatrix_uniform().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2019-06-26 15:06:19 +04:30 committed by Alexandre Julliard
parent 32fdffac42
commit 43daf74786
1 changed files with 4 additions and 4 deletions

View File

@ -1325,10 +1325,10 @@ static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_con
checkGLcall("glUniformMatrix3fv"); checkGLcall("glUniformMatrix3fv");
} }
static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context *context, static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context_gl *context_gl,
const struct wined3d_state *state, unsigned int tex, struct glsl_shader_prog_link *prog) const struct wined3d_state *state, unsigned int tex, struct glsl_shader_prog_link *prog)
{ {
const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
struct wined3d_matrix mat; struct wined3d_matrix mat;
if (tex >= WINED3D_MAX_TEXTURES) if (tex >= WINED3D_MAX_TEXTURES)
@ -1336,7 +1336,7 @@ static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_contex
if (prog->vs.texture_matrix_location[tex] == -1) if (prog->vs.texture_matrix_location[tex] == -1)
return; return;
get_texture_matrix(context, state, tex, &mat); get_texture_matrix(&context_gl->c, state, tex, &mat);
GL_EXTCALL(glUniformMatrix4fv(prog->vs.texture_matrix_location[tex], 1, FALSE, &mat._11)); GL_EXTCALL(glUniformMatrix4fv(prog->vs.texture_matrix_location[tex], 1, FALSE, &mat._11));
checkGLcall("glUniformMatrix4fv"); checkGLcall("glUniformMatrix4fv");
} }
@ -1611,7 +1611,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
if (update_mask & WINED3D_SHADER_CONST_FFP_TEXMATRIX) if (update_mask & WINED3D_SHADER_CONST_FFP_TEXMATRIX)
{ {
for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
shader_glsl_ffp_vertex_texmatrix_uniform(context, state, i, prog); shader_glsl_ffp_vertex_texmatrix_uniform(context_gl, state, i, prog);
} }
if (update_mask & WINED3D_SHADER_CONST_FFP_MATERIAL) if (update_mask & WINED3D_SHADER_CONST_FFP_MATERIAL)