wined3d: Pass a wined3d_context_gl structure to shader_glsl_generate_geometry_shader().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2019-06-28 14:54:17 +04:30 committed by Alexandre Julliard
parent 90a1e5d943
commit 9eb34e4f74
1 changed files with 4 additions and 4 deletions

View File

@ -8203,14 +8203,13 @@ static GLuint shader_glsl_generate_domain_shader(const struct wined3d_context_gl
}
/* Context activation is done by the caller. */
static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context *context,
static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context_gl *context_gl,
struct shader_glsl_priv *priv, const struct wined3d_shader *shader, const struct gs_compile_args *args)
{
const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
struct wined3d_string_buffer_list *string_buffers = &priv->string_buffers;
const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
struct wined3d_string_buffer *buffer = &priv->shader_buffer;
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_shader_signature_element *output;
enum wined3d_primitive_type primitive_type;
struct shader_glsl_ctx_priv priv_ctx;
@ -8642,6 +8641,7 @@ static GLuint find_glsl_domain_shader(const struct wined3d_context *context,
static GLuint find_glsl_geometry_shader(const struct wined3d_context *context,
struct shader_glsl_priv *priv, struct wined3d_shader *shader, const struct gs_compile_args *args)
{
const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
struct glsl_gs_compiled_shader *gl_shaders, *new_array;
struct glsl_shader_private *shader_data;
unsigned int i, new_size;
@ -8687,7 +8687,7 @@ static GLuint find_glsl_geometry_shader(const struct wined3d_context *context,
gl_shaders = new_array;
string_buffer_clear(&priv->shader_buffer);
ret = shader_glsl_generate_geometry_shader(context, priv, shader, args);
ret = shader_glsl_generate_geometry_shader(context_gl, priv, shader, args);
gl_shaders[shader_data->num_gl_shaders].args = *args;
gl_shaders[shader_data->num_gl_shaders++].id = ret;