Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- dlls/wined3d/glsl_shader.c | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 8023f7bd2ff..92a95865f6d 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -8533,10 +8533,9 @@ static GLuint find_glsl_vertex_shader(const struct wined3d_context_gl *context_g return ret; }
-static GLuint find_glsl_hull_shader(const struct wined3d_context *context, +static GLuint find_glsl_hull_shader(const struct wined3d_context_gl *context_gl, struct shader_glsl_priv *priv, struct wined3d_shader *shader) { - const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context); struct glsl_hs_compiled_shader *gl_shaders, *new_array; struct glsl_shader_private *shader_data; unsigned int new_size; @@ -10151,7 +10150,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_HULL)) && ctx_data->glsl_program) hs_id = ctx_data->glsl_program->hs.id; else if (hshader) - hs_id = find_glsl_hull_shader(context, priv, hshader); + hs_id = find_glsl_hull_shader(context_gl, priv, hshader);
dshader = state->shader[WINED3D_SHADER_TYPE_DOMAIN]; if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_DOMAIN)) && ctx_data->glsl_program)