[PATCH 2/5] wined3d: Pass a wined3d_context_gl structure to shader_glsl_ffp_vertex_material_uniform().

Henri Verbeet hverbeet at codeweavers.com
Wed Jun 26 05:36:20 CDT 2019


Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
 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 8778c6122e6..3da8961eec6 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1341,10 +1341,10 @@ static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_contex
     checkGLcall("glUniformMatrix4fv");
 }
 
-static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context *context,
+static void shader_glsl_ffp_vertex_material_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;
 
     if (state->render_states[WINED3D_RS_SPECULARENABLE])
     {
@@ -1615,7 +1615,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
     }
 
     if (update_mask & WINED3D_SHADER_CONST_FFP_MATERIAL)
-        shader_glsl_ffp_vertex_material_uniform(context, state, prog);
+        shader_glsl_ffp_vertex_material_uniform(context_gl, state, prog);
 
     if (update_mask & WINED3D_SHADER_CONST_FFP_LIGHTS)
     {
-- 
2.11.0




More information about the wine-devel mailing list