wined3d: Pass a wined3d_context_gl structure to shader_glsl_ffp_vertex_lightambient_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 15:06:21 +04:30 committed by Alexandre Julliard
parent 7fc2b67228
commit e0ff34913e
1 changed files with 3 additions and 3 deletions

View File

@ -1363,10 +1363,10 @@ static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context
checkGLcall("setting FFP material uniforms");
}
static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context *context,
static void shader_glsl_ffp_vertex_lightambient_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;
struct wined3d_color color;
wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_AMBIENT]);
@ -1654,7 +1654,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
directional_idx = spot_idx + spot_count;
parallel_point_idx = directional_idx + directional_count;
shader_glsl_ffp_vertex_lightambient_uniform(context, state, prog);
shader_glsl_ffp_vertex_lightambient_uniform(context_gl, state, prog);
for (i = 0; i < WINED3D_MAX_ACTIVE_LIGHTS; ++i)
{
const struct wined3d_light_info *light_info = state->light_state.lights[i];