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

Alexandre Julliard julliard at winehq.org
Wed Jun 26 16:15:41 CDT 2019


Module: wine
Branch: master
Commit: 43daf7478667ca262d5170039ed565149b5d6a77
URL:    https://source.winehq.org/git/wine.git/?a=commit;h=43daf7478667ca262d5170039ed565149b5d6a77

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Wed Jun 26 15:24:19 2019 +0430

wined3d: Pass a wined3d_context_gl structure to shader_glsl_ffp_vertex_texmatrix_uniform().

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 80e58cc..8778c61 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1325,10 +1325,10 @@ static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_con
     checkGLcall("glUniformMatrix3fv");
 }
 
-static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context *context,
+static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context_gl *context_gl,
         const struct wined3d_state *state, unsigned int tex, struct glsl_shader_prog_link *prog)
 {
-    const struct wined3d_gl_info *gl_info = context->gl_info;
+    const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
     struct wined3d_matrix mat;
 
     if (tex >= WINED3D_MAX_TEXTURES)
@@ -1336,7 +1336,7 @@ static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_contex
     if (prog->vs.texture_matrix_location[tex] == -1)
         return;
 
-    get_texture_matrix(context, state, tex, &mat);
+    get_texture_matrix(&context_gl->c, state, tex, &mat);
     GL_EXTCALL(glUniformMatrix4fv(prog->vs.texture_matrix_location[tex], 1, FALSE, &mat._11));
     checkGLcall("glUniformMatrix4fv");
 }
@@ -1611,7 +1611,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
     if (update_mask & WINED3D_SHADER_CONST_FFP_TEXMATRIX)
     {
         for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
-            shader_glsl_ffp_vertex_texmatrix_uniform(context, state, i, prog);
+            shader_glsl_ffp_vertex_texmatrix_uniform(context_gl, state, i, prog);
     }
 
     if (update_mask & WINED3D_SHADER_CONST_FFP_MATERIAL)




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