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 2ed5e7afb89..3aa31c168f9 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -8373,12 +8373,11 @@ static GLuint shader_glsl_generate_compute_shader(const struct wined3d_context_g return shader_id; }
-static GLuint find_glsl_pshader(const struct wined3d_context *context, +static GLuint find_glsl_fragment_shader(const struct wined3d_context_gl *context_gl, struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers, struct wined3d_shader *shader, const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info) { - const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context); struct glsl_ps_compiled_shader *gl_shaders, *new_array; struct glsl_shader_private *shader_data; struct ps_np2fixup_info *np2fixup; @@ -10200,7 +10199,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const struct ps_compile_args ps_compile_args; pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL]; find_ps_compile_args(state, pshader, context->stream_info.position_transformed, &ps_compile_args, context); - ps_id = find_glsl_pshader(context, &priv->shader_buffer, &priv->string_buffers, + ps_id = find_glsl_fragment_shader(context_gl, &priv->shader_buffer, &priv->string_buffers, pshader, &ps_compile_args, &np2fixup_info); ps_list = &pshader->linked_programs; }