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>
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@ -1374,12 +1374,12 @@ static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_con
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checkGLcall("glUniform3fv");
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}
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static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context *context,
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static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context_gl *context_gl,
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const struct wined3d_state *state, unsigned int light, const struct wined3d_light_info *light_info,
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struct glsl_shader_prog_link *prog)
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{
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const struct wined3d_matrix *view = &state->transforms[WINED3D_TS_VIEW];
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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_vec4 vec4;
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GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].diffuse, 1, &light_info->OriginalParms.diffuse.r));
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@ -1681,7 +1681,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
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FIXME("Unhandled light type %#x.\n", light_info->OriginalParms.type);
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continue;
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}
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shader_glsl_ffp_vertex_light_uniform(context, state, idx, light_info, prog);
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shader_glsl_ffp_vertex_light_uniform(context_gl, state, idx, light_info, prog);
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}
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}
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