wined3d: Pass a wined3d_context_gl structure to shader_arb_vs_local_constants().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2019-06-21 02:49:59 +04:30 committed by Alexandre Julliard
parent 048f1b16bb
commit f1918742cf
1 changed files with 5 additions and 5 deletions

View File

@ -604,14 +604,14 @@ static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *g
/* Context activation is done by the caller. */
static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
const struct wined3d_context *context, const struct wined3d_state *state)
const struct wined3d_context_gl *context_gl, const struct wined3d_state *state)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
float position_fixup[4];
unsigned char i;
/* Upload the position fixup */
shader_get_position_fixup(context, state, 1, position_fixup);
shader_get_position_fixup(&context_gl->c, state, 1, position_fixup);
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
if (!gl_shader->num_int_consts) return;
@ -694,7 +694,7 @@ static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
/* Load DirectX 9 float constants for vertex shader */
priv->highest_dirty_vs_const = shader_arb_load_constants_f(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
shader_arb_vs_local_constants(gl_shader, context, state);
shader_arb_vs_local_constants(gl_shader, context_gl, state);
}
if (usePixelShader)
@ -4661,7 +4661,7 @@ static void shader_arb_select(void *shader_priv, struct wined3d_context *context
gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", priv->current_vprogram_id);
shader_arb_vs_local_constants(compiled, context, state);
shader_arb_vs_local_constants(compiled, context_gl, state);
if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
priv->last_vs_color_unclamp = compiled->need_color_unclamp;