[PATCH 4/5] wined3d: Pass a wined3d_context_gl structure to find_glsl_vshader().
Henri Verbeet
hverbeet at codeweavers.com
Fri Jun 28 05:24:20 CDT 2019
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/glsl_shader.c | 9 ++++-----
1 file changed, 4 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 3aa31c168f9..8023f7bd2ff 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -8470,12 +8470,11 @@ static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const str
return !memcmp(stored->interpolation_mode, new->interpolation_mode, sizeof(new->interpolation_mode));
}
-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)
+static GLuint find_glsl_vertex_shader(const struct wined3d_context_gl *context_gl,
+ struct shader_glsl_priv *priv, struct wined3d_shader *shader, const struct vs_compile_args *args)
{
- 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;
+ uint32_t use_map = context_gl->c.stream_info.use_map;
struct glsl_shader_private *shader_data;
unsigned int i, new_size;
GLuint ret;
@@ -10134,7 +10133,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
find_vs_compile_args(state, vshader, context->stream_info.swizzle_map, &vs_compile_args, context);
- vs_id = find_glsl_vshader(context, priv, vshader, &vs_compile_args);
+ vs_id = find_glsl_vertex_shader(context_gl, priv, vshader, &vs_compile_args);
vs_list = &vshader->linked_programs;
}
else if (priv->vertex_pipe == &glsl_vertex_pipe)
--
2.11.0
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