Henri Verbeet : wined3d: Pass a wined3d_context_gl structure to shader_glsl_generate_geometry_shader ().

Alexandre Julliard julliard at winehq.org
Mon Jul 1 15:15:14 CDT 2019


Module: wine
Branch: master
Commit: 9eb34e4f7481f7f8e5dd4dcd5e14da5e1597966c
URL:    https://source.winehq.org/git/wine.git/?a=commit;h=9eb34e4f7481f7f8e5dd4dcd5e14da5e1597966c

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Fri Jun 28 15:12:17 2019 +0430

wined3d: Pass a wined3d_context_gl structure to shader_glsl_generate_geometry_shader().

Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>

---

 dlls/wined3d/glsl_shader.c | 8 ++++----
 1 file changed, 4 insertions(+), 4 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index a793bf7..1b04e9a 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -8203,14 +8203,13 @@ static GLuint shader_glsl_generate_domain_shader(const struct wined3d_context_gl
 }
 
 /* Context activation is done by the caller. */
-static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context *context,
+static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context_gl *context_gl,
         struct shader_glsl_priv *priv, const struct wined3d_shader *shader, const struct gs_compile_args *args)
 {
-    const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
     struct wined3d_string_buffer_list *string_buffers = &priv->string_buffers;
     const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
+    const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
     struct wined3d_string_buffer *buffer = &priv->shader_buffer;
-    const struct wined3d_gl_info *gl_info = context->gl_info;
     const struct wined3d_shader_signature_element *output;
     enum wined3d_primitive_type primitive_type;
     struct shader_glsl_ctx_priv priv_ctx;
@@ -8642,6 +8641,7 @@ static GLuint find_glsl_domain_shader(const struct wined3d_context *context,
 static GLuint find_glsl_geometry_shader(const struct wined3d_context *context,
         struct shader_glsl_priv *priv, struct wined3d_shader *shader, const struct gs_compile_args *args)
 {
+    const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
     struct glsl_gs_compiled_shader *gl_shaders, *new_array;
     struct glsl_shader_private *shader_data;
     unsigned int i, new_size;
@@ -8687,7 +8687,7 @@ static GLuint find_glsl_geometry_shader(const struct wined3d_context *context,
     gl_shaders = new_array;
 
     string_buffer_clear(&priv->shader_buffer);
-    ret = shader_glsl_generate_geometry_shader(context, priv, shader, args);
+    ret = shader_glsl_generate_geometry_shader(context_gl, priv, shader, args);
     gl_shaders[shader_data->num_gl_shaders].args = *args;
     gl_shaders[shader_data->num_gl_shaders++].id = ret;
 




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