Henri Verbeet : wined3d: Pass a wined3d_context_gl structure to shader_glsl_pointsize_uniform().
Alexandre Julliard
julliard at winehq.org
Thu Jun 27 15:34:10 CDT 2019
Module: wine
Branch: master
Commit: 45c3c20dbf471ffe82f86a1c8252e201cc0e3d23
URL: https://source.winehq.org/git/wine.git/?a=commit;h=45c3c20dbf471ffe82f86a1c8252e201cc0e3d23
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Thu Jun 27 16:20:06 2019 +0430
wined3d: Pass a wined3d_context_gl structure to shader_glsl_pointsize_uniform().
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/glsl_shader.c | 10 +++++-----
1 file changed, 5 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 8faa421..fdc435e 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1429,21 +1429,21 @@ static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context_gl
checkGLcall("setting FFP lights uniforms");
}
-static void shader_glsl_pointsize_uniform(const struct wined3d_context *context,
+static void shader_glsl_pointsize_uniform(const struct wined3d_context_gl *context_gl,
const struct wined3d_state *state, 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;
float min, max;
float size, att[3];
- get_pointsize_minmax(context, state, &min, &max);
+ get_pointsize_minmax(&context_gl->c, state, &min, &max);
GL_EXTCALL(glUniform1f(prog->vs.pointsize_min_location, min));
checkGLcall("glUniform1f");
GL_EXTCALL(glUniform1f(prog->vs.pointsize_max_location, max));
checkGLcall("glUniform1f");
- get_pointsize(context, state, &size, att);
+ get_pointsize(&context_gl->c, state, &size, att);
GL_EXTCALL(glUniform1f(prog->vs.pointsize_location, size));
checkGLcall("glUniform1f");
@@ -1551,7 +1551,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
}
if (update_mask & WINED3D_SHADER_CONST_VS_POINTSIZE)
- shader_glsl_pointsize_uniform(context, state, prog);
+ shader_glsl_pointsize_uniform(context_gl, state, prog);
if (update_mask & WINED3D_SHADER_CONST_POS_FIXUP)
{
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