From 3d8c15dc85cf0251420593170a705f1088a8a083 Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Wed, 3 Jul 2019 16:19:06 +0430 Subject: [PATCH] wined3d: Pass a wined3d_context_gl structure to set_glsl_compute_shader_program(). Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/wined3d/glsl_shader.c | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 34bb0b75bfb..1cd6bb6b507 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -10062,16 +10062,15 @@ static GLuint find_glsl_compute_shader(const struct wined3d_context_gl *context_ } /* Context activation is done by the caller. */ -static void set_glsl_compute_shader_program(const struct wined3d_context *context, +static void set_glsl_compute_shader_program(const struct wined3d_context_gl *context_gl, const struct wined3d_state *state, struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data) { - const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context); struct glsl_shader_prog_link *entry; struct wined3d_shader *shader; struct glsl_program_key key; GLuint cs_id; - if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE))) + if (!(context_gl->c.shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE))) return; if (!(shader = state->shader[WINED3D_SHADER_TYPE_COMPUTE])) @@ -10591,13 +10590,14 @@ static void shader_glsl_select(void *shader_priv, struct wined3d_context *contex static void shader_glsl_select_compute(void *shader_priv, struct wined3d_context *context, const struct wined3d_state *state) { + struct wined3d_context_gl *context_gl = wined3d_context_gl(context); struct glsl_context_data *ctx_data = context->shader_backend_data; const struct wined3d_gl_info *gl_info = context->gl_info; struct shader_glsl_priv *priv = shader_priv; GLuint program_id, prev_id; prev_id = ctx_data->glsl_program ? ctx_data->glsl_program->id : 0; - set_glsl_compute_shader_program(context, state, priv, ctx_data); + set_glsl_compute_shader_program(context_gl, state, priv, ctx_data); program_id = ctx_data->glsl_program ? ctx_data->glsl_program->id : 0; TRACE("Using GLSL program %u.\n", program_id);