wined3d: Pass a wined3d_context_gl structure to find_glsl_pshader().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -8373,12 +8373,11 @@ static GLuint shader_glsl_generate_compute_shader(const struct wined3d_context_g
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return shader_id;
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}
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static GLuint find_glsl_pshader(const struct wined3d_context *context,
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static GLuint find_glsl_fragment_shader(const struct wined3d_context_gl *context_gl,
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struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
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struct wined3d_shader *shader,
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const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
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{
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const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
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struct glsl_ps_compiled_shader *gl_shaders, *new_array;
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struct glsl_shader_private *shader_data;
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struct ps_np2fixup_info *np2fixup;
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@ -10200,7 +10199,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
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struct ps_compile_args ps_compile_args;
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pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
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find_ps_compile_args(state, pshader, context->stream_info.position_transformed, &ps_compile_args, context);
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ps_id = find_glsl_pshader(context, &priv->shader_buffer, &priv->string_buffers,
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ps_id = find_glsl_fragment_shader(context_gl, &priv->shader_buffer, &priv->string_buffers,
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pshader, &ps_compile_args, &np2fixup_info);
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ps_list = &pshader->linked_programs;
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}
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