wined3d: Pass a wined3d_context_gl structure to shader_glsl_generate_ffp_fragment_shader().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
stable
Henri Verbeet 2019-07-02 02:10:34 +04:30 committed by Alexandre Julliard
parent 9d7ca718e0
commit 3a2a176a7b
1 changed files with 5 additions and 4 deletions

View File

@ -9362,13 +9362,13 @@ static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer *buffer, un
/* Context activation is done by the caller. */
static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *priv,
const struct ffp_frag_settings *settings, const struct wined3d_context *context)
const struct ffp_frag_settings *settings, const struct wined3d_context_gl *context_gl)
{
struct wined3d_string_buffer *tex_reg_name = string_buffer_get(&priv->string_buffers);
enum wined3d_cmp_func alpha_test_func = settings->alpha_test_func + 1;
struct wined3d_string_buffer *buffer = &priv->shader_buffer;
BYTE lum_map = 0, bump_map = 0, tex_map = 0, tss_const_map = 0;
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
const BOOL legacy_syntax = needs_legacy_glsl_syntax(gl_info);
BOOL tempreg_used = FALSE, tfactor_used = FALSE;
UINT lowest_disabled_stage;
@ -9497,7 +9497,7 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
if (sampler_type)
{
if (shader_glsl_use_layout_binding_qualifier(gl_info))
shader_glsl_append_sampler_binding_qualifier(buffer, context, NULL, stage);
shader_glsl_append_sampler_binding_qualifier(buffer, &context_gl->c, NULL, stage);
shader_addline(buffer, "uniform sampler%s ps_sampler%u;\n", sampler_type, stage);
}
@ -9795,6 +9795,7 @@ static struct glsl_ffp_vertex_shader *shader_glsl_find_ffp_vertex_shader(struct
static struct glsl_ffp_fragment_shader *shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv *priv,
const struct ffp_frag_settings *args, const struct wined3d_context *context)
{
const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
struct glsl_ffp_fragment_shader *glsl_desc;
const struct ffp_frag_desc *desc;
@ -9805,7 +9806,7 @@ static struct glsl_ffp_fragment_shader *shader_glsl_find_ffp_fragment_shader(str
return NULL;
glsl_desc->entry.settings = *args;
glsl_desc->id = shader_glsl_generate_ffp_fragment_shader(priv, args, context);
glsl_desc->id = shader_glsl_generate_ffp_fragment_shader(priv, args, context_gl);
list_init(&glsl_desc->linked_programs);
add_ffp_frag_shader(&priv->ffp_fragment_shaders, &glsl_desc->entry);