[PATCH 2/5] wined3d: Pass a wined3d_context_gl structure to shader_glsl_ffp_vertex_material_uniform().
Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com> --- dlls/wined3d/glsl_shader.c | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 8778c6122e6..3da8961eec6 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -1341,10 +1341,10 @@ static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_contex checkGLcall("glUniformMatrix4fv"); } -static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context *context, +static void shader_glsl_ffp_vertex_material_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; if (state->render_states[WINED3D_RS_SPECULARENABLE]) { @@ -1615,7 +1615,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context } if (update_mask & WINED3D_SHADER_CONST_FFP_MATERIAL) - shader_glsl_ffp_vertex_material_uniform(context, state, prog); + shader_glsl_ffp_vertex_material_uniform(context_gl, state, prog); if (update_mask & WINED3D_SHADER_CONST_FFP_LIGHTS) { -- 2.11.0
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Henri Verbeet