Henri Verbeet : wined3d: Pass a wined3d_context_gl structure to shader_glsl_pointsize_uniform().
Module: wine Branch: master Commit: 45c3c20dbf471ffe82f86a1c8252e201cc0e3d23 URL: https://source.winehq.org/git/wine.git/?a=commit;h=45c3c20dbf471ffe82f86a1c8... Author: Henri Verbeet <hverbeet(a)codeweavers.com> Date: Thu Jun 27 16:20:06 2019 +0430 wined3d: Pass a wined3d_context_gl structure to shader_glsl_pointsize_uniform(). Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org> --- dlls/wined3d/glsl_shader.c | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 8faa421..fdc435e 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -1429,21 +1429,21 @@ static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context_gl checkGLcall("setting FFP lights uniforms"); } -static void shader_glsl_pointsize_uniform(const struct wined3d_context *context, +static void shader_glsl_pointsize_uniform(const struct wined3d_context_gl *context_gl, const struct wined3d_state *state, 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; float min, max; float size, att[3]; - get_pointsize_minmax(context, state, &min, &max); + get_pointsize_minmax(&context_gl->c, state, &min, &max); GL_EXTCALL(glUniform1f(prog->vs.pointsize_min_location, min)); checkGLcall("glUniform1f"); GL_EXTCALL(glUniform1f(prog->vs.pointsize_max_location, max)); checkGLcall("glUniform1f"); - get_pointsize(context, state, &size, att); + get_pointsize(&context_gl->c, state, &size, att); GL_EXTCALL(glUniform1f(prog->vs.pointsize_location, size)); checkGLcall("glUniform1f"); @@ -1551,7 +1551,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context } if (update_mask & WINED3D_SHADER_CONST_VS_POINTSIZE) - shader_glsl_pointsize_uniform(context, state, prog); + shader_glsl_pointsize_uniform(context_gl, state, prog); if (update_mask & WINED3D_SHADER_CONST_POS_FIXUP) {
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Alexandre Julliard