Commit a0b79ba3 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Pass a shader_glsl_priv structure to shader_glsl_generate_compute_shader().

parent a1494dee
...@@ -8496,12 +8496,13 @@ static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_con ...@@ -8496,12 +8496,13 @@ static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_con
/* Context activation is done by the caller. */ /* Context activation is done by the caller. */
static GLuint shader_glsl_generate_compute_shader(const struct wined3d_context_gl *context_gl, static GLuint shader_glsl_generate_compute_shader(const struct wined3d_context_gl *context_gl,
struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers, struct shader_glsl_priv *priv, const struct wined3d_shader *shader)
const struct wined3d_shader *shader)
{ {
const struct wined3d_shader_thread_group_size *thread_group_size = &shader->u.cs.thread_group_size; const struct wined3d_shader_thread_group_size *thread_group_size = &shader->u.cs.thread_group_size;
struct wined3d_string_buffer_list *string_buffers = &priv->string_buffers;
const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps; const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
const struct wined3d_gl_info *gl_info = context_gl->gl_info; const struct wined3d_gl_info *gl_info = context_gl->gl_info;
struct wined3d_string_buffer *buffer = &priv->shader_buffer;
struct shader_glsl_ctx_priv priv_ctx; struct shader_glsl_ctx_priv priv_ctx;
GLuint shader_id; GLuint shader_id;
unsigned int i; unsigned int i;
...@@ -10177,7 +10178,7 @@ static HRESULT shader_glsl_compile_compute_shader(struct shader_glsl_priv *priv, ...@@ -10177,7 +10178,7 @@ static HRESULT shader_glsl_compile_compute_shader(struct shader_glsl_priv *priv,
TRACE("Compiling compute shader %p.\n", shader); TRACE("Compiling compute shader %p.\n", shader);
string_buffer_clear(buffer); string_buffer_clear(buffer);
shader_id = shader_glsl_generate_compute_shader(context_gl, buffer, &priv->string_buffers, shader); shader_id = shader_glsl_generate_compute_shader(context_gl, priv, shader);
gl_shaders[shader_data->num_gl_shaders++].id = shader_id; gl_shaders[shader_data->num_gl_shaders++].id = shader_id;
program_id = GL_EXTCALL(glCreateProgram()); program_id = GL_EXTCALL(glCreateProgram());
......
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