wined3d: Pass a wined3d_context_gl structure to shader_glsl_pointsize_uniform().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1429,21 +1429,21 @@ static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context_gl
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checkGLcall("setting FFP lights uniforms");
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}
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static void shader_glsl_pointsize_uniform(const struct wined3d_context *context,
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static void shader_glsl_pointsize_uniform(const struct wined3d_context_gl *context_gl,
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const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
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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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float min, max;
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float size, att[3];
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get_pointsize_minmax(context, state, &min, &max);
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get_pointsize_minmax(&context_gl->c, state, &min, &max);
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GL_EXTCALL(glUniform1f(prog->vs.pointsize_min_location, min));
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checkGLcall("glUniform1f");
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GL_EXTCALL(glUniform1f(prog->vs.pointsize_max_location, max));
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checkGLcall("glUniform1f");
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get_pointsize(context, state, &size, att);
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get_pointsize(&context_gl->c, state, &size, att);
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GL_EXTCALL(glUniform1f(prog->vs.pointsize_location, size));
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checkGLcall("glUniform1f");
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@ -1551,7 +1551,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
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}
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if (update_mask & WINED3D_SHADER_CONST_VS_POINTSIZE)
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shader_glsl_pointsize_uniform(context, state, prog);
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shader_glsl_pointsize_uniform(context_gl, state, prog);
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if (update_mask & WINED3D_SHADER_CONST_POS_FIXUP)
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{
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