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>
This commit is contained in:
Henri Verbeet 2019-06-26 15:06:20 +04:30 committed by Alexandre Julliard
parent 43daf74786
commit 7fc2b67228
1 changed files with 3 additions and 3 deletions

View File

@ -1341,10 +1341,10 @@ static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_contex
checkGLcall("glUniformMatrix4fv");
}
static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context *context,
static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context_gl *context_gl,
const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
if (state->render_states[WINED3D_RS_SPECULARENABLE])
{
@ -1615,7 +1615,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
}
if (update_mask & WINED3D_SHADER_CONST_FFP_MATERIAL)
shader_glsl_ffp_vertex_material_uniform(context, state, prog);
shader_glsl_ffp_vertex_material_uniform(context_gl, state, prog);
if (update_mask & WINED3D_SHADER_CONST_FFP_LIGHTS)
{