wined3d: Pass a wined3d_context_gl structure to shader_glsl_clip_plane_uniform().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
stable
Henri Verbeet 2019-06-27 16:02:08 +04:30 committed by Alexandre Julliard
parent e9dc1dfc2f
commit 7710f67354
1 changed files with 3 additions and 3 deletions

View File

@ -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)