wined3d: Pass a wined3d_context_gl structure to shader_glsl_find_ffp_fragment_shader().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2019-07-03 16:19:03 +04:30 committed by Alexandre Julliard
parent b8f032e6c0
commit d86f6a4ab7
1 changed files with 2 additions and 3 deletions

View File

@ -9793,9 +9793,8 @@ static struct glsl_ffp_vertex_shader *shader_glsl_find_ffp_vertex_shader(struct
}
static struct glsl_ffp_fragment_shader *shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv *priv,
const struct ffp_frag_settings *args, const struct wined3d_context *context)
const struct ffp_frag_settings *args, const struct wined3d_context_gl *context_gl)
{
const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
struct glsl_ffp_fragment_shader *glsl_desc;
const struct ffp_frag_desc *desc;
@ -10207,7 +10206,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
struct ffp_frag_settings settings;
gen_ffp_frag_op(context, state, &settings, FALSE);
ffp_shader = shader_glsl_find_ffp_fragment_shader(priv, &settings, context);
ffp_shader = shader_glsl_find_ffp_fragment_shader(priv, &settings, context_gl);
ps_id = ffp_shader->id;
ps_list = &ffp_shader->linked_programs;
}