wined3d: Pass a wined3d_context_gl structure to shader_glsl_load_fog_uniform().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2019-06-27 16:02:07 +04:30 committed by Alexandre Julliard
parent 45c3c20dbf
commit e9dc1dfc2f
1 changed files with 4 additions and 4 deletions

View File

@ -1455,10 +1455,10 @@ static void shader_glsl_pointsize_uniform(const struct wined3d_context_gl *conte
checkGLcall("glUniform1f"); checkGLcall("glUniform1f");
} }
static void shader_glsl_load_fog_uniform(const struct wined3d_context *context, static void shader_glsl_load_fog_uniform(const struct wined3d_context_gl *context_gl,
const struct wined3d_state *state, struct glsl_shader_prog_link *prog) 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; struct wined3d_color color;
float start, end, scale; float start, end, scale;
union union
@ -1471,7 +1471,7 @@ static void shader_glsl_load_fog_uniform(const struct wined3d_context *context,
GL_EXTCALL(glUniform4fv(prog->ps.fog_color_location, 1, &color.r)); GL_EXTCALL(glUniform4fv(prog->ps.fog_color_location, 1, &color.r));
tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY]; tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
GL_EXTCALL(glUniform1f(prog->ps.fog_density_location, tmpvalue.f)); GL_EXTCALL(glUniform1f(prog->ps.fog_density_location, tmpvalue.f));
get_fog_start_end(context, state, &start, &end); get_fog_start_end(&context_gl->c, state, &start, &end);
scale = 1.0f / (end - start); scale = 1.0f / (end - start);
GL_EXTCALL(glUniform1f(prog->ps.fog_end_location, end)); GL_EXTCALL(glUniform1f(prog->ps.fog_end_location, end));
GL_EXTCALL(glUniform1f(prog->ps.fog_scale_location, scale)); GL_EXTCALL(glUniform1f(prog->ps.fog_scale_location, scale));
@ -1766,7 +1766,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
} }
if (update_mask & WINED3D_SHADER_CONST_PS_FOG) if (update_mask & WINED3D_SHADER_CONST_PS_FOG)
shader_glsl_load_fog_uniform(context, state, prog); shader_glsl_load_fog_uniform(context_gl, state, prog);
if (update_mask & WINED3D_SHADER_CONST_PS_ALPHA_TEST) if (update_mask & WINED3D_SHADER_CONST_PS_ALPHA_TEST)
{ {