wined3d: Pass a wined3d_context_gl structure to find_glsl_geometry_shader().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -8633,10 +8633,9 @@ static GLuint find_glsl_domain_shader(const struct wined3d_context_gl *context_g
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return ret;
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}
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static GLuint find_glsl_geometry_shader(const struct wined3d_context *context,
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static GLuint find_glsl_geometry_shader(const struct wined3d_context_gl *context_gl,
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struct shader_glsl_priv *priv, struct wined3d_shader *shader, const struct gs_compile_args *args)
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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_gs_compiled_shader *gl_shaders, *new_array;
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struct glsl_shader_private *shader_data;
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unsigned int i, new_size;
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@ -10174,7 +10173,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
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struct gs_compile_args args;
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find_gs_compile_args(state, gshader, &args, context);
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gs_id = find_glsl_geometry_shader(context, priv, gshader, &args);
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gs_id = find_glsl_geometry_shader(context_gl, priv, gshader, &args);
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}
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/* A pixel shader is not used when rasterization is disabled. */
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