Module: wine Branch: master Commit: 43daf7478667ca262d5170039ed565149b5d6a77 URL: https://source.winehq.org/git/wine.git/?a=commit;h=43daf7478667ca262d5170039...
Author: Henri Verbeet hverbeet@codeweavers.com Date: Wed Jun 26 15:24:19 2019 +0430
wined3d: Pass a wined3d_context_gl structure to shader_glsl_ffp_vertex_texmatrix_uniform().
Signed-off-by: Henri Verbeet hverbeet@codeweavers.com Signed-off-by: Alexandre Julliard julliard@winehq.org
---
dlls/wined3d/glsl_shader.c | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 80e58cc..8778c61 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -1325,10 +1325,10 @@ static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_con checkGLcall("glUniformMatrix3fv"); }
-static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context *context, +static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context_gl *context_gl, const struct wined3d_state *state, unsigned int tex, 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; struct wined3d_matrix mat;
if (tex >= WINED3D_MAX_TEXTURES) @@ -1336,7 +1336,7 @@ static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_contex if (prog->vs.texture_matrix_location[tex] == -1) return;
- get_texture_matrix(context, state, tex, &mat); + get_texture_matrix(&context_gl->c, state, tex, &mat); GL_EXTCALL(glUniformMatrix4fv(prog->vs.texture_matrix_location[tex], 1, FALSE, &mat._11)); checkGLcall("glUniformMatrix4fv"); } @@ -1611,7 +1611,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context if (update_mask & WINED3D_SHADER_CONST_FFP_TEXMATRIX) { for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) - shader_glsl_ffp_vertex_texmatrix_uniform(context, state, i, prog); + shader_glsl_ffp_vertex_texmatrix_uniform(context_gl, state, i, prog); }
if (update_mask & WINED3D_SHADER_CONST_FFP_MATERIAL)