[PATCH 3/5] wined3d: Pass a wined3d_context_gl structure to shader_glsl_ffp_vertex_lightambient_uniform().
Henri Verbeet
hverbeet at codeweavers.com
Wed Jun 26 05:36:21 CDT 2019
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/glsl_shader.c | 6 +++---
1 file changed, 3 insertions(+), 3 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 3da8961eec6..ac4c16741f9 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1363,10 +1363,10 @@ static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context
checkGLcall("setting FFP material uniforms");
}
-static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context *context,
+static void shader_glsl_ffp_vertex_lightambient_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_color color;
wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_AMBIENT]);
@@ -1654,7 +1654,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
directional_idx = spot_idx + spot_count;
parallel_point_idx = directional_idx + directional_count;
- shader_glsl_ffp_vertex_lightambient_uniform(context, state, prog);
+ shader_glsl_ffp_vertex_lightambient_uniform(context_gl, state, prog);
for (i = 0; i < WINED3D_MAX_ACTIVE_LIGHTS; ++i)
{
const struct wined3d_light_info *light_info = state->light_state.lights[i];
--
2.11.0
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