wined3d: Pass a wined3d_context_gl structure to find_glsl_compute_shader().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -10043,10 +10043,9 @@ static HRESULT shader_glsl_compile_compute_shader(struct shader_glsl_priv *priv,
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return WINED3D_OK;
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}
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static GLuint find_glsl_compute_shader(const struct wined3d_context *context,
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static GLuint find_glsl_compute_shader(const struct wined3d_context_gl *context_gl,
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struct shader_glsl_priv *priv, struct wined3d_shader *shader)
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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_shader_private *shader_data;
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if (!shader->backend_data)
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@ -10066,6 +10065,7 @@ static GLuint find_glsl_compute_shader(const struct wined3d_context *context,
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static void set_glsl_compute_shader_program(const struct wined3d_context *context,
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const struct wined3d_state *state, struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data)
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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_shader_prog_link *entry;
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struct wined3d_shader *shader;
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struct glsl_program_key key;
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@ -10081,7 +10081,7 @@ static void set_glsl_compute_shader_program(const struct wined3d_context *contex
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return;
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}
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cs_id = find_glsl_compute_shader(context, priv, shader);
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cs_id = find_glsl_compute_shader(context_gl, priv, shader);
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memset(&key, 0, sizeof(key));
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key.cs_id = cs_id;
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if (!(entry = get_glsl_program_entry(priv, &key)))
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