[PATCH 1/5] wined3d: Pass a wined3d_context_gl structure to shader_glsl_ffp_vertex_texmatrix_uniform().
Henri Verbeet
hverbeet at codeweavers.com
Wed Jun 26 05:36:19 CDT 2019
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
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 80e58ccb72b..8778c6122e6 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)
--
2.11.0
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