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

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


Module: wine
Branch: master
Commit: e867d986d52ba82a602461fdb6668c4caaac057a
URL:    https://source.winehq.org/git/wine.git/?a=commit;h=e867d986d52ba82a602461fdb6668c4caaac057a

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Fri Jun 28 15:12:20 2019 +0430

wined3d: Pass a wined3d_context_gl structure to find_glsl_vshader().

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

---

 dlls/wined3d/glsl_shader.c | 9 ++++-----
 1 file changed, 4 insertions(+), 5 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 3aa31c1..8023f7b 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -8470,12 +8470,11 @@ static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const str
     return !memcmp(stored->interpolation_mode, new->interpolation_mode, sizeof(new->interpolation_mode));
 }
 
-static GLuint find_glsl_vshader(const struct wined3d_context *context, struct shader_glsl_priv *priv,
-        struct wined3d_shader *shader, const struct vs_compile_args *args)
+static GLuint find_glsl_vertex_shader(const struct wined3d_context_gl *context_gl,
+        struct shader_glsl_priv *priv, struct wined3d_shader *shader, const struct vs_compile_args *args)
 {
-    const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
     struct glsl_vs_compiled_shader *gl_shaders, *new_array;
-    uint32_t use_map = context->stream_info.use_map;
+    uint32_t use_map = context_gl->c.stream_info.use_map;
     struct glsl_shader_private *shader_data;
     unsigned int i, new_size;
     GLuint ret;
@@ -10134,7 +10133,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
         vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
 
         find_vs_compile_args(state, vshader, context->stream_info.swizzle_map, &vs_compile_args, context);
-        vs_id = find_glsl_vshader(context, priv, vshader, &vs_compile_args);
+        vs_id = find_glsl_vertex_shader(context_gl, priv, vshader, &vs_compile_args);
         vs_list = &vshader->linked_programs;
     }
     else if (priv->vertex_pipe == &glsl_vertex_pipe)




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