wined3d: Pass a wined3d_context_gl structure to find_glsl_vshader().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -8470,12 +8470,11 @@ static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const str
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return !memcmp(stored->interpolation_mode, new->interpolation_mode, sizeof(new->interpolation_mode));
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}
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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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static GLuint find_glsl_vertex_shader(const struct wined3d_context_gl *context_gl,
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struct shader_glsl_priv *priv, 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 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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uint32_t use_map = context_gl->c.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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@ -10134,7 +10133,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
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vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
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find_vs_compile_args(state, vshader, context->stream_info.swizzle_map, &vs_compile_args, context);
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vs_id = find_glsl_vshader(context, priv, vshader, &vs_compile_args);
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vs_id = find_glsl_vertex_shader(context_gl, priv, vshader, &vs_compile_args);
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vs_list = &vshader->linked_programs;
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}
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else if (priv->vertex_pipe == &glsl_vertex_pipe)
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