Henri Verbeet : wined3d: Pass a wined3d_context_gl structure to find_glsl_compute_shader().
Alexandre Julliard
julliard at winehq.org
Wed Jul 3 17:11:53 CDT 2019
Module: wine
Branch: master
Commit: 7d8ad2e8d8ccbd4dc8118c6173e97dbd26b42a87
URL: https://source.winehq.org/git/wine.git/?a=commit;h=7d8ad2e8d8ccbd4dc8118c6173e97dbd26b42a87
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Wed Jul 3 16:37:05 2019 +0430
wined3d: Pass a wined3d_context_gl structure to find_glsl_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 | 6 +++---
1 file changed, 3 insertions(+), 3 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index e7c7bca..34bb0b7 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -10043,10 +10043,9 @@ static HRESULT shader_glsl_compile_compute_shader(struct shader_glsl_priv *priv,
return WINED3D_OK;
}
-static GLuint find_glsl_compute_shader(const struct wined3d_context *context,
+static GLuint find_glsl_compute_shader(const struct wined3d_context_gl *context_gl,
struct shader_glsl_priv *priv, struct wined3d_shader *shader)
{
- const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
struct glsl_shader_private *shader_data;
if (!shader->backend_data)
@@ -10066,6 +10065,7 @@ static GLuint find_glsl_compute_shader(const struct wined3d_context *context,
static void set_glsl_compute_shader_program(const struct wined3d_context *context,
const struct wined3d_state *state, struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data)
{
+ const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
struct glsl_shader_prog_link *entry;
struct wined3d_shader *shader;
struct glsl_program_key key;
@@ -10081,7 +10081,7 @@ static void set_glsl_compute_shader_program(const struct wined3d_context *contex
return;
}
- cs_id = find_glsl_compute_shader(context, priv, shader);
+ cs_id = find_glsl_compute_shader(context_gl, priv, shader);
memset(&key, 0, sizeof(key));
key.cs_id = cs_id;
if (!(entry = get_glsl_program_entry(priv, &key)))
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