Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com>
---
dlls/wined3d/glsl_shader.c | 22 ++++++++++++----------
1 file changed, 12 insertions(+), 10 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index c1f9d4cfe70..4b316562e2e 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -799,16 +799,16 @@ static void shader_glsl_load_images(const struct wined3d_gl_info *gl_info, struc
}
/* Context activation is done by the caller. */
-static void shader_glsl_load_program_resources(const struct wined3d_context *context,
+static void shader_glsl_load_program_resources(const struct wined3d_context_gl *context_gl,
struct shader_glsl_priv *priv, GLuint program_id, const struct wined3d_shader *shader)
{
const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
- shader_glsl_init_uniform_block_bindings(context->gl_info, priv, program_id, reg_maps);
- shader_glsl_load_icb(context->gl_info, priv, program_id, reg_maps);
+ shader_glsl_init_uniform_block_bindings(context_gl->c.gl_info, priv, program_id, reg_maps);
+ shader_glsl_load_icb(context_gl->c.gl_info, priv, program_id, reg_maps);
/* Texture unit mapping is set up to be the same each time the shader
* program is used so we can hardcode the sampler uniform values. */
- shader_glsl_load_samplers(context, priv, program_id, reg_maps);
+ shader_glsl_load_samplers(&context_gl->c, priv, program_id, reg_maps);
}
static void append_transform_feedback_varying(const char **varyings, unsigned int *varying_count,
@@ -9966,6 +9966,7 @@ static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *
static HRESULT shader_glsl_compile_compute_shader(struct shader_glsl_priv *priv,
const struct wined3d_context *context, struct wined3d_shader *shader)
{
+ const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
struct glsl_context_data *ctx_data = context->shader_backend_data;
struct wined3d_string_buffer *buffer = &priv->shader_buffer;
const struct wined3d_gl_info *gl_info = context->gl_info;
@@ -10033,7 +10034,7 @@ static HRESULT shader_glsl_compile_compute_shader(struct shader_glsl_priv *priv,
GL_EXTCALL(glUseProgram(program_id));
checkGLcall("glUseProgram");
- shader_glsl_load_program_resources(context, priv, program_id, shader);
+ shader_glsl_load_program_resources(context_gl, priv, program_id, shader);
shader_glsl_load_images(gl_info, priv, program_id, &shader->reg_maps);
entry->constant_update_mask = 0;
@@ -10092,6 +10093,7 @@ static void set_glsl_compute_shader_program(const struct wined3d_context *contex
static void set_glsl_shader_program(const struct wined3d_context *context, const struct wined3d_state *state,
struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data)
{
+ const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
const struct wined3d_d3d_info *d3d_info = context->d3d_info;
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_shader *pre_rasterization_shader;
@@ -10414,7 +10416,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
if (entry->vs.base_vertex_id_location != -1)
entry->constant_update_mask |= WINED3D_SHADER_CONST_BASE_VERTEX_ID;
- shader_glsl_load_program_resources(context, priv, program_id, vshader);
+ shader_glsl_load_program_resources(context_gl, priv, program_id, vshader);
}
else
{
@@ -10452,14 +10454,14 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
if (hshader)
- shader_glsl_load_program_resources(context, priv, program_id, hshader);
+ shader_glsl_load_program_resources(context_gl, priv, program_id, hshader);
if (dshader)
{
if (entry->ds.pos_fixup_location != -1)
entry->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
- shader_glsl_load_program_resources(context, priv, program_id, dshader);
+ shader_glsl_load_program_resources(context_gl, priv, program_id, dshader);
}
if (gshader)
@@ -10467,7 +10469,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
if (entry->gs.pos_fixup_location != -1)
entry->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
- shader_glsl_load_program_resources(context, priv, program_id, gshader);
+ shader_glsl_load_program_resources(context_gl, priv, program_id, gshader);
}
if (ps_id)
@@ -10482,7 +10484,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
if (entry->ps.ycorrection_location != -1)
entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR;
- shader_glsl_load_program_resources(context, priv, program_id, pshader);
+ shader_glsl_load_program_resources(context_gl, priv, program_id, pshader);
shader_glsl_load_images(gl_info, priv, program_id, &pshader->reg_maps);
}
else
--
2.11.0