wined3d: Pass a wined3d_context_gl structure to shader_glsl_clip_plane_uniform().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1478,10 +1478,10 @@ static void shader_glsl_load_fog_uniform(const struct wined3d_context_gl *contex
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checkGLcall("fog emulation uniforms");
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checkGLcall("fog emulation uniforms");
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}
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}
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static void shader_glsl_clip_plane_uniform(const struct wined3d_context *context,
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static void shader_glsl_clip_plane_uniform(const struct wined3d_context_gl *context_gl,
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const struct wined3d_state *state, unsigned int index, struct glsl_shader_prog_link *prog)
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const struct wined3d_state *state, unsigned int index, struct glsl_shader_prog_link *prog)
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{
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{
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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_matrix matrix;
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struct wined3d_matrix matrix;
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struct wined3d_vec4 plane;
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struct wined3d_vec4 plane;
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@ -1547,7 +1547,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
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if (update_mask & WINED3D_SHADER_CONST_VS_CLIP_PLANES)
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if (update_mask & WINED3D_SHADER_CONST_VS_CLIP_PLANES)
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{
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{
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for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
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for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
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shader_glsl_clip_plane_uniform(context, state, i, prog);
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shader_glsl_clip_plane_uniform(context_gl, state, i, prog);
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}
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}
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if (update_mask & WINED3D_SHADER_CONST_VS_POINTSIZE)
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if (update_mask & WINED3D_SHADER_CONST_VS_POINTSIZE)
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