Module: wine Branch: master Commit: 973d96eb7e47b2ddd4a38b108b8f737a3207e77e URL: https://source.winehq.org/git/wine.git/?a=commit;h=973d96eb7e47b2ddd4a38b108...
Author: Henri Verbeet hverbeet@codeweavers.com Date: Tue Jun 25 02:47:27 2019 +0430
wined3d: Pass a wined3d_context_gl structure to shader_glsl_ffp_vertex_normalmatrix_uniform().
Signed-off-by: Henri Verbeet hverbeet@codeweavers.com Signed-off-by: Alexandre Julliard julliard@winehq.org
---
dlls/wined3d/glsl_shader.c | 11 ++++++----- 1 file changed, 6 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index e0220d1..80e58cc 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -1308,18 +1308,18 @@ static void transpose_matrix(struct wined3d_matrix *out, const struct wined3d_ma *out = temp; }
-static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context *context, +static void shader_glsl_ffp_vertex_normalmatrix_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; struct wined3d_matrix mv; float mat[3 * 3];
if (prog->vs.normal_matrix_location == -1) return;
- get_modelview_matrix(context, state, 0, &mv); - compute_normal_matrix(mat, context->d3d_info->wined3d_creation_flags & WINED3D_LEGACY_FFP_LIGHTING, &mv); + get_modelview_matrix(&context_gl->c, state, 0, &mv); + compute_normal_matrix(mat, context_gl->c.d3d_info->wined3d_creation_flags & WINED3D_LEGACY_FFP_LIGHTING, &mv);
GL_EXTCALL(glUniformMatrix3fv(prog->vs.normal_matrix_location, 1, FALSE, mat)); checkGLcall("glUniformMatrix3fv"); @@ -1516,6 +1516,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX]; const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL]; const struct glsl_context_data *ctx_data = context->shader_backend_data; + struct wined3d_context_gl *context_gl = wined3d_context_gl(context); struct glsl_shader_prog_link *prog = ctx_data->glsl_program; const struct wined3d_gl_info *gl_info = context->gl_info; float position_fixup[4 * WINED3D_MAX_VIEWPORTS]; @@ -1580,7 +1581,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context GL_EXTCALL(glUniformMatrix4fv(prog->vs.modelview_matrix_location[0], 1, FALSE, &mat._11)); checkGLcall("glUniformMatrix4fv");
- shader_glsl_ffp_vertex_normalmatrix_uniform(context, state, prog); + shader_glsl_ffp_vertex_normalmatrix_uniform(context_gl, state, prog); }
if (update_mask & WINED3D_SHADER_CONST_FFP_VERTEXBLEND)