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>
This commit is contained in:
Henri Verbeet 2019-06-28 14:54:19 +04:30 committed by Alexandre Julliard
parent 3d765ae072
commit 6bf34c8366
1 changed files with 2 additions and 3 deletions

View File

@ -8373,12 +8373,11 @@ static GLuint shader_glsl_generate_compute_shader(const struct wined3d_context_g
return shader_id;
}
static GLuint find_glsl_pshader(const struct wined3d_context *context,
static GLuint find_glsl_fragment_shader(const struct wined3d_context_gl *context_gl,
struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
struct wined3d_shader *shader,
const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
{
const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
struct glsl_ps_compiled_shader *gl_shaders, *new_array;
struct glsl_shader_private *shader_data;
struct ps_np2fixup_info *np2fixup;
@ -10200,7 +10199,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
struct ps_compile_args ps_compile_args;
pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
find_ps_compile_args(state, pshader, context->stream_info.position_transformed, &ps_compile_args, context);
ps_id = find_glsl_pshader(context, &priv->shader_buffer, &priv->string_buffers,
ps_id = find_glsl_fragment_shader(context_gl, &priv->shader_buffer, &priv->string_buffers,
pshader, &ps_compile_args, &np2fixup_info);
ps_list = &pshader->linked_programs;
}