wined3d: Pass a wined3d_context_gl structure to shader_glsl_ffp_vertex_material_uniform().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1341,10 +1341,10 @@ static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_contex
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checkGLcall("glUniformMatrix4fv");
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}
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static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context *context,
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static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context_gl *context_gl,
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const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
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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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if (state->render_states[WINED3D_RS_SPECULARENABLE])
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{
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@ -1615,7 +1615,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
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}
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if (update_mask & WINED3D_SHADER_CONST_FFP_MATERIAL)
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shader_glsl_ffp_vertex_material_uniform(context, state, prog);
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shader_glsl_ffp_vertex_material_uniform(context_gl, state, prog);
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if (update_mask & WINED3D_SHADER_CONST_FFP_LIGHTS)
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{
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