Henri Verbeet : wined3d: Pass a wined3d_context_gl structure to shader_glsl_generate_compute_shader ().
Alexandre Julliard
julliard at winehq.org
Mon Jul 1 15:15:14 CDT 2019
Module: wine
Branch: master
Commit: 3d765ae072ecb011d75a978cca8481fd5b18df1d
URL: https://source.winehq.org/git/wine.git/?a=commit;h=3d765ae072ecb011d75a978cca8481fd5b18df1d
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Fri Jun 28 15:12:18 2019 +0430
wined3d: Pass a wined3d_context_gl structure to shader_glsl_generate_compute_shader().
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/glsl_shader.c | 7 +++----
1 file changed, 3 insertions(+), 4 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 1b04e9a..2ed5e7a 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -8332,14 +8332,13 @@ static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_con
}
/* Context activation is done by the caller. */
-static GLuint shader_glsl_generate_compute_shader(const struct wined3d_context *context,
+static GLuint shader_glsl_generate_compute_shader(const struct wined3d_context_gl *context_gl,
struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
const struct wined3d_shader *shader)
{
const struct wined3d_shader_thread_group_size *thread_group_size = &shader->u.cs.thread_group_size;
- const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
- const struct wined3d_gl_info *gl_info = context->gl_info;
+ const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
struct shader_glsl_ctx_priv priv_ctx;
GLuint shader_id;
unsigned int i;
@@ -10010,7 +10009,7 @@ static HRESULT shader_glsl_compile_compute_shader(struct shader_glsl_priv *priv,
TRACE("Compiling compute shader %p.\n", shader);
string_buffer_clear(buffer);
- shader_id = shader_glsl_generate_compute_shader(context, buffer, &priv->string_buffers, shader);
+ shader_id = shader_glsl_generate_compute_shader(context_gl, buffer, &priv->string_buffers, shader);
gl_shaders[shader_data->num_gl_shaders++].id = shader_id;
program_id = GL_EXTCALL(glCreateProgram());
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