wined3d: Pass a wined3d_context_gl structure to shader_glsl_ffp_vertex_light_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 15:06:22 +04:30 committed by Alexandre Julliard
parent e0ff34913e
commit 68c665576b
1 changed files with 3 additions and 3 deletions

View File

@ -1374,12 +1374,12 @@ static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_con
checkGLcall("glUniform3fv");
}
static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context *context,
static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context_gl *context_gl,
const struct wined3d_state *state, unsigned int light, const struct wined3d_light_info *light_info,
struct glsl_shader_prog_link *prog)
{
const struct wined3d_matrix *view = &state->transforms[WINED3D_TS_VIEW];
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
struct wined3d_vec4 vec4;
GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].diffuse, 1, &light_info->OriginalParms.diffuse.r));
@ -1681,7 +1681,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
FIXME("Unhandled light type %#x.\n", light_info->OriginalParms.type);
continue;
}
shader_glsl_ffp_vertex_light_uniform(context, state, idx, light_info, prog);
shader_glsl_ffp_vertex_light_uniform(context_gl, state, idx, light_info, prog);
}
}