Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- 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 a793bf71f23..1b04e9addb8 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -8203,14 +8203,13 @@ static GLuint shader_glsl_generate_domain_shader(const struct wined3d_context_gl }
/* Context activation is done by the caller. */ -static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context *context, +static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context_gl *context_gl, struct shader_glsl_priv *priv, const struct wined3d_shader *shader, const struct gs_compile_args *args) { - const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context); struct wined3d_string_buffer_list *string_buffers = &priv->string_buffers; const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps; + const struct wined3d_gl_info *gl_info = context_gl->c.gl_info; struct wined3d_string_buffer *buffer = &priv->shader_buffer; - const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_shader_signature_element *output; enum wined3d_primitive_type primitive_type; struct shader_glsl_ctx_priv priv_ctx; @@ -8642,6 +8641,7 @@ static GLuint find_glsl_domain_shader(const struct wined3d_context *context, static GLuint find_glsl_geometry_shader(const struct wined3d_context *context, struct shader_glsl_priv *priv, struct wined3d_shader *shader, const struct gs_compile_args *args) { + const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context); struct glsl_gs_compiled_shader *gl_shaders, *new_array; struct glsl_shader_private *shader_data; unsigned int i, new_size; @@ -8687,7 +8687,7 @@ static GLuint find_glsl_geometry_shader(const struct wined3d_context *context, gl_shaders = new_array;
string_buffer_clear(&priv->shader_buffer); - ret = shader_glsl_generate_geometry_shader(context, priv, shader, args); + ret = shader_glsl_generate_geometry_shader(context_gl, priv, shader, args); gl_shaders[shader_data->num_gl_shaders].args = *args; gl_shaders[shader_data->num_gl_shaders++].id = ret;