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

Henri Verbeet hverbeet at codeweavers.com
Thu Jun 27 16:24:25 CDT 2019


Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
 dlls/wined3d/glsl_shader.c | 13 ++++++-------
 1 file changed, 6 insertions(+), 7 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index f6f0c46f010..f72d6ebb4fb 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -7870,15 +7870,14 @@ static void shader_glsl_generate_vs_epilogue(const struct wined3d_gl_info *gl_in
 }
 
 /* Context activation is done by the caller. */
-static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
+static GLuint shader_glsl_generate_vertex_shader(const struct wined3d_context_gl *context_gl,
         struct shader_glsl_priv *priv, const struct wined3d_shader *shader, const struct vs_compile_args *args)
 {
-    const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
     struct wined3d_string_buffer_list *string_buffers = &priv->string_buffers;
     const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
     const struct wined3d_shader_version *version = &reg_maps->shader_version;
+    const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
     struct wined3d_string_buffer *buffer = &priv->shader_buffer;
-    const struct wined3d_gl_info *gl_info = context->gl_info;
     struct shader_glsl_ctx_priv priv_ctx;
     GLuint shader_id;
     unsigned int i;
@@ -8479,11 +8478,11 @@ static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const str
 static GLuint find_glsl_vshader(const struct wined3d_context *context, struct shader_glsl_priv *priv,
         struct wined3d_shader *shader, const struct vs_compile_args *args)
 {
-    UINT i;
-    DWORD new_size;
-    DWORD use_map = context->stream_info.use_map;
+    const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
     struct glsl_vs_compiled_shader *gl_shaders, *new_array;
+    uint32_t use_map = context->stream_info.use_map;
     struct glsl_shader_private *shader_data;
+    unsigned int i, new_size;
     GLuint ret;
 
     if (!shader->backend_data)
@@ -8534,7 +8533,7 @@ static GLuint find_glsl_vshader(const struct wined3d_context *context, struct sh
     gl_shaders[shader_data->num_gl_shaders].args = *args;
 
     string_buffer_clear(&priv->shader_buffer);
-    ret = shader_glsl_generate_vshader(context, priv, shader, args);
+    ret = shader_glsl_generate_vertex_shader(context_gl, priv, shader, args);
     gl_shaders[shader_data->num_gl_shaders++].id = ret;
 
     return ret;
-- 
2.11.0




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