Commit dbb0139e authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Pass a wined3d_context_gl structure to shader_glsl_compile_compute_shader().

parent d86f6a4a
......@@ -9964,12 +9964,11 @@ static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *
}
static HRESULT shader_glsl_compile_compute_shader(struct shader_glsl_priv *priv,
const struct wined3d_context *context, struct wined3d_shader *shader)
const struct wined3d_context_gl *context_gl, struct wined3d_shader *shader)
{
const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
struct glsl_context_data *ctx_data = context->shader_backend_data;
struct glsl_context_data *ctx_data = context_gl->c.shader_backend_data;
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
struct wined3d_string_buffer *buffer = &priv->shader_buffer;
const struct wined3d_gl_info *gl_info = context->gl_info;
struct glsl_cs_compiled_shader *gl_shaders;
struct glsl_shader_private *shader_data;
struct glsl_shader_prog_link *entry;
......@@ -10047,12 +10046,13 @@ static HRESULT shader_glsl_compile_compute_shader(struct shader_glsl_priv *priv,
static GLuint find_glsl_compute_shader(const struct wined3d_context *context,
struct shader_glsl_priv *priv, struct wined3d_shader *shader)
{
const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
struct glsl_shader_private *shader_data;
if (!shader->backend_data)
{
WARN("Failed to find GLSL program for compute shader %p.\n", shader);
if (FAILED(shader_glsl_compile_compute_shader(priv, context, shader)))
if (FAILED(shader_glsl_compile_compute_shader(priv, context_gl, shader)))
{
ERR("Failed to compile compute shader %p.\n", shader);
return 0;
......@@ -10522,7 +10522,7 @@ static void shader_glsl_precompile(void *shader_priv, struct wined3d_shader *sha
if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_COMPUTE)
{
context = context_acquire(device, NULL, 0);
shader_glsl_compile_compute_shader(shader_priv, context, shader);
shader_glsl_compile_compute_shader(shader_priv, wined3d_context_gl(context), shader);
context_release(context);
}
}
......
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