[PATCH 3/5] wined3d: Pass a wined3d_context_gl structure to shader_glsl_clip_plane_uniform().
Henri Verbeet
hverbeet at codeweavers.com
Thu Jun 27 06:32:08 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 c45b0a611f0..8678a846a58 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1478,10 +1478,10 @@ static void shader_glsl_load_fog_uniform(const struct wined3d_context_gl *contex
checkGLcall("fog emulation uniforms");
}
-static void shader_glsl_clip_plane_uniform(const struct wined3d_context *context,
+static void shader_glsl_clip_plane_uniform(const struct wined3d_context_gl *context_gl,
const struct wined3d_state *state, unsigned int index, 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 matrix;
struct wined3d_vec4 plane;
@@ -1547,7 +1547,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
if (update_mask & WINED3D_SHADER_CONST_VS_CLIP_PLANES)
{
for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
- shader_glsl_clip_plane_uniform(context, state, i, prog);
+ shader_glsl_clip_plane_uniform(context_gl, state, i, prog);
}
if (update_mask & WINED3D_SHADER_CONST_VS_POINTSIZE)
--
2.11.0
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