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

Alexandre Julliard julliard at winehq.org
Wed Jul 3 17:11:53 CDT 2019


Module: wine
Branch: master
Commit: 3d8c15dc85cf0251420593170a705f1088a8a083
URL:    https://source.winehq.org/git/wine.git/?a=commit;h=3d8c15dc85cf0251420593170a705f1088a8a083

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Wed Jul  3 16:37:06 2019 +0430

wined3d: Pass a wined3d_context_gl structure to set_glsl_compute_shader_program().

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 34bb0b7..1cd6bb6 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -10062,16 +10062,15 @@ static GLuint find_glsl_compute_shader(const struct wined3d_context_gl *context_
 }
 
 /* Context activation is done by the caller. */
-static void set_glsl_compute_shader_program(const struct wined3d_context *context,
+static void set_glsl_compute_shader_program(const struct wined3d_context_gl *context_gl,
         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;
     GLuint cs_id;
 
-    if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE)))
+    if (!(context_gl->c.shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE)))
         return;
 
     if (!(shader = state->shader[WINED3D_SHADER_TYPE_COMPUTE]))
@@ -10591,13 +10590,14 @@ static void shader_glsl_select(void *shader_priv, struct wined3d_context *contex
 static void shader_glsl_select_compute(void *shader_priv, struct wined3d_context *context,
         const struct wined3d_state *state)
 {
+    struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
     struct glsl_context_data *ctx_data = context->shader_backend_data;
     const struct wined3d_gl_info *gl_info = context->gl_info;
     struct shader_glsl_priv *priv = shader_priv;
     GLuint program_id, prev_id;
 
     prev_id = ctx_data->glsl_program ? ctx_data->glsl_program->id : 0;
-    set_glsl_compute_shader_program(context, state, priv, ctx_data);
+    set_glsl_compute_shader_program(context_gl, state, priv, ctx_data);
     program_id = ctx_data->glsl_program ? ctx_data->glsl_program->id : 0;
 
     TRACE("Using GLSL program %u.\n", program_id);




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