wined3d: Store a wined3d_context_gl structure in struct glsl_ffp_destroy_ctx.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2019-08-01 00:48:04 +04:30 committed by Alexandre Julliard
parent c65f21be99
commit 6a89bb057b
1 changed files with 9 additions and 5 deletions

View File

@ -352,7 +352,7 @@ struct glsl_ffp_fragment_shader
struct glsl_ffp_destroy_ctx
{
struct shader_glsl_priv *priv;
const struct wined3d_context *context;
const struct wined3d_context_gl *context_gl;
};
static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context *ctx);
@ -11452,8 +11452,9 @@ static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry *entry, void
struct glsl_ffp_vertex_shader, desc.entry);
struct glsl_shader_prog_link *program, *program2;
struct glsl_ffp_destroy_ctx *ctx = param;
const struct wined3d_gl_info *gl_info = ctx->context->gl_info;
const struct wined3d_gl_info *gl_info;
gl_info = ctx->context_gl->c.gl_info;
LIST_FOR_EACH_ENTRY_SAFE(program, program2, &shader->linked_programs,
struct glsl_shader_prog_link, vs.shader_entry)
{
@ -11466,11 +11467,12 @@ static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry *entry, void
/* Context activation is done by the caller. */
static void glsl_vertex_pipe_vp_free(struct wined3d_device *device, struct wined3d_context *context)
{
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
struct shader_glsl_priv *priv = device->vertex_priv;
struct glsl_ffp_destroy_ctx ctx;
ctx.priv = priv;
ctx.context = context;
ctx.context_gl = context_gl;
wine_rb_destroy(&priv->ffp_vertex_shaders, shader_glsl_free_ffp_vertex_shader, &ctx);
}
@ -11962,8 +11964,9 @@ static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry *entry, vo
struct glsl_ffp_fragment_shader, entry.entry);
struct glsl_shader_prog_link *program, *program2;
struct glsl_ffp_destroy_ctx *ctx = param;
const struct wined3d_gl_info *gl_info = ctx->context->gl_info;
const struct wined3d_gl_info *gl_info;
gl_info = ctx->context_gl->c.gl_info;
LIST_FOR_EACH_ENTRY_SAFE(program, program2, &shader->linked_programs,
struct glsl_shader_prog_link, ps.shader_entry)
{
@ -11976,11 +11979,12 @@ static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry *entry, vo
/* Context activation is done by the caller. */
static void glsl_fragment_pipe_free(struct wined3d_device *device, struct wined3d_context *context)
{
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
struct shader_glsl_priv *priv = device->fragment_priv;
struct glsl_ffp_destroy_ctx ctx;
ctx.priv = priv;
ctx.context = context;
ctx.context_gl = context_gl;
wine_rb_destroy(&priv->ffp_fragment_shaders, shader_glsl_free_ffp_fragment_shader, &ctx);
}