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