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>
This commit is contained in:
Henri Verbeet 2019-06-27 16:02:06 +04:30 committed by Alexandre Julliard
parent d3e0f275a5
commit 45c3c20dbf
1 changed files with 5 additions and 5 deletions

View File

@ -1429,21 +1429,21 @@ static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context_gl
checkGLcall("setting FFP lights uniforms");
}
static void shader_glsl_pointsize_uniform(const struct wined3d_context *context,
static void shader_glsl_pointsize_uniform(const struct wined3d_context_gl *context_gl,
const struct wined3d_state *state, 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;
float min, max;
float size, att[3];
get_pointsize_minmax(context, state, &min, &max);
get_pointsize_minmax(&context_gl->c, state, &min, &max);
GL_EXTCALL(glUniform1f(prog->vs.pointsize_min_location, min));
checkGLcall("glUniform1f");
GL_EXTCALL(glUniform1f(prog->vs.pointsize_max_location, max));
checkGLcall("glUniform1f");
get_pointsize(context, state, &size, att);
get_pointsize(&context_gl->c, state, &size, att);
GL_EXTCALL(glUniform1f(prog->vs.pointsize_location, size));
checkGLcall("glUniform1f");
@ -1551,7 +1551,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
}
if (update_mask & WINED3D_SHADER_CONST_VS_POINTSIZE)
shader_glsl_pointsize_uniform(context, state, prog);
shader_glsl_pointsize_uniform(context_gl, state, prog);
if (update_mask & WINED3D_SHADER_CONST_POS_FIXUP)
{