From c85df2edc602a2aa90e16ec80d61afb5099370d0 Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Fri, 28 Jun 2019 01:54:25 +0430 Subject: [PATCH] wined3d: Pass a wined3d_context_gl structure to shader_glsl_generate_vshader(). Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/wined3d/glsl_shader.c | 13 ++++++------- 1 file changed, 6 insertions(+), 7 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index f6f0c46f010..f72d6ebb4fb 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -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 = ®_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;