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wine
wine-winehq
Commits
62d6520f
Commit
62d6520f
authored
Jul 02, 2019
by
Henri Verbeet
Committed by
Alexandre Julliard
Jul 02, 2019
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wined3d: Pass a wined3d_context_gl structure to find_glsl_hull_shader().
Signed-off-by:
Henri Verbeet
<
hverbeet@codeweavers.com
>
Signed-off-by:
Alexandre Julliard
<
julliard@winehq.org
>
parent
95be042b
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1 changed file
with
2 additions
and
3 deletions
+2
-3
glsl_shader.c
dlls/wined3d/glsl_shader.c
+2
-3
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dlls/wined3d/glsl_shader.c
View file @
62d6520f
...
@@ -8533,10 +8533,9 @@ static GLuint find_glsl_vertex_shader(const struct wined3d_context_gl *context_g
...
@@ -8533,10 +8533,9 @@ static GLuint find_glsl_vertex_shader(const struct wined3d_context_gl *context_g
return
ret
;
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
)
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_hs_compiled_shader
*
gl_shaders
,
*
new_array
;
struct
glsl_shader_private
*
shader_data
;
struct
glsl_shader_private
*
shader_data
;
unsigned
int
new_size
;
unsigned
int
new_size
;
...
@@ -10151,7 +10150,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
...
@@ -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
)
if
(
!
(
context
->
shader_update_mask
&
(
1u
<<
WINED3D_SHADER_TYPE_HULL
))
&&
ctx_data
->
glsl_program
)
hs_id
=
ctx_data
->
glsl_program
->
hs
.
id
;
hs_id
=
ctx_data
->
glsl_program
->
hs
.
id
;
else
if
(
hshader
)
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
];
dshader
=
state
->
shader
[
WINED3D_SHADER_TYPE_DOMAIN
];
if
(
!
(
context
->
shader_update_mask
&
(
1u
<<
WINED3D_SHADER_TYPE_DOMAIN
))
&&
ctx_data
->
glsl_program
)
if
(
!
(
context
->
shader_update_mask
&
(
1u
<<
WINED3D_SHADER_TYPE_DOMAIN
))
&&
ctx_data
->
glsl_program
)
...
...
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