wined3d: Pass a wined3d_context_gl structure to shader_glsl_generate_vshader().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
stable
Henri Verbeet 2019-06-28 01:54:25 +04:30 committed by Alexandre Julliard
parent c65d522f91
commit c85df2edc6
1 changed files with 6 additions and 7 deletions

View File

@ -7870,15 +7870,14 @@ static void shader_glsl_generate_vs_epilogue(const struct wined3d_gl_info *gl_in
}
/* Context activation is done by the caller. */
static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
static GLuint shader_glsl_generate_vertex_shader(const struct wined3d_context_gl *context_gl,
struct shader_glsl_priv *priv, const struct wined3d_shader *shader, const struct vs_compile_args *args)
{
const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
struct wined3d_string_buffer_list *string_buffers = &priv->string_buffers;
const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
const struct wined3d_shader_version *version = &reg_maps->shader_version;
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
struct wined3d_string_buffer *buffer = &priv->shader_buffer;
const struct wined3d_gl_info *gl_info = context->gl_info;
struct shader_glsl_ctx_priv priv_ctx;
GLuint shader_id;
unsigned int i;
@ -8479,11 +8478,11 @@ static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const str
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)
{
UINT i;
DWORD new_size;
DWORD use_map = context->stream_info.use_map;
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;
struct glsl_shader_private *shader_data;
unsigned int i, new_size;
GLuint ret;
if (!shader->backend_data)
@ -8534,7 +8533,7 @@ static GLuint find_glsl_vshader(const struct wined3d_context *context, struct sh
gl_shaders[shader_data->num_gl_shaders].args = *args;
string_buffer_clear(&priv->shader_buffer);
ret = shader_glsl_generate_vshader(context, priv, shader, args);
ret = shader_glsl_generate_vertex_shader(context_gl, priv, shader, args);
gl_shaders[shader_data->num_gl_shaders++].id = ret;
return ret;