wined3d: Pass a wined3d_context_gl structure to find_glsl_compute_shader().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
stable
Henri Verbeet 2019-07-03 16:19:05 +04:30 committed by Alexandre Julliard
parent dbb0139e3e
commit 7d8ad2e8d8
1 changed files with 3 additions and 3 deletions

View File

@ -10043,10 +10043,9 @@ static HRESULT shader_glsl_compile_compute_shader(struct shader_glsl_priv *priv,
return WINED3D_OK;
}
static GLuint find_glsl_compute_shader(const struct wined3d_context *context,
static GLuint find_glsl_compute_shader(const struct wined3d_context_gl *context_gl,
struct shader_glsl_priv *priv, struct wined3d_shader *shader)
{
const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
struct glsl_shader_private *shader_data;
if (!shader->backend_data)
@ -10066,6 +10065,7 @@ static GLuint find_glsl_compute_shader(const struct wined3d_context *context,
static void set_glsl_compute_shader_program(const struct wined3d_context *context,
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;
@ -10081,7 +10081,7 @@ static void set_glsl_compute_shader_program(const struct wined3d_context *contex
return;
}
cs_id = find_glsl_compute_shader(context, priv, shader);
cs_id = find_glsl_compute_shader(context_gl, priv, shader);
memset(&key, 0, sizeof(key));
key.cs_id = cs_id;
if (!(entry = get_glsl_program_entry(priv, &key)))