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>
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@ -1363,10 +1363,10 @@ static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context
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checkGLcall("setting FFP material uniforms");
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checkGLcall("setting FFP material uniforms");
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}
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}
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static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context *context,
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static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context_gl *context_gl,
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const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
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const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
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{
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
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struct wined3d_color color;
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struct wined3d_color color;
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wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_AMBIENT]);
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wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_AMBIENT]);
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@ -1654,7 +1654,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
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directional_idx = spot_idx + spot_count;
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directional_idx = spot_idx + spot_count;
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parallel_point_idx = directional_idx + directional_count;
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parallel_point_idx = directional_idx + directional_count;
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shader_glsl_ffp_vertex_lightambient_uniform(context, state, prog);
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shader_glsl_ffp_vertex_lightambient_uniform(context_gl, state, prog);
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for (i = 0; i < WINED3D_MAX_ACTIVE_LIGHTS; ++i)
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for (i = 0; i < WINED3D_MAX_ACTIVE_LIGHTS; ++i)
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{
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{
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const struct wined3d_light_info *light_info = state->light_state.lights[i];
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const struct wined3d_light_info *light_info = state->light_state.lights[i];
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