wined3d: Pass a wined3d_context_gl structure to shader_glsl_generate_vshader().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -7870,15 +7870,14 @@ static void shader_glsl_generate_vs_epilogue(const struct wined3d_gl_info *gl_in
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}
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/* Context activation is done by the caller. */
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static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
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static GLuint shader_glsl_generate_vertex_shader(const struct wined3d_context_gl *context_gl,
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struct shader_glsl_priv *priv, const struct wined3d_shader *shader, const struct vs_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 wined3d_string_buffer_list *string_buffers = &priv->string_buffers;
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const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
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const struct wined3d_shader_version *version = ®_maps->shader_version;
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const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
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struct wined3d_string_buffer *buffer = &priv->shader_buffer;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct shader_glsl_ctx_priv priv_ctx;
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GLuint shader_id;
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unsigned int i;
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@ -8479,11 +8478,11 @@ static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const str
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static GLuint find_glsl_vshader(const struct wined3d_context *context, struct shader_glsl_priv *priv,
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struct wined3d_shader *shader, const struct vs_compile_args *args)
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{
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UINT i;
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DWORD new_size;
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DWORD use_map = context->stream_info.use_map;
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const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
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struct glsl_vs_compiled_shader *gl_shaders, *new_array;
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uint32_t use_map = context->stream_info.use_map;
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struct glsl_shader_private *shader_data;
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unsigned int i, new_size;
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GLuint ret;
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if (!shader->backend_data)
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@ -8534,7 +8533,7 @@ static GLuint find_glsl_vshader(const struct wined3d_context *context, struct sh
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gl_shaders[shader_data->num_gl_shaders].args = *args;
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string_buffer_clear(&priv->shader_buffer);
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ret = shader_glsl_generate_vshader(context, priv, shader, args);
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ret = shader_glsl_generate_vertex_shader(context_gl, priv, shader, args);
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gl_shaders[shader_data->num_gl_shaders++].id = ret;
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return ret;
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