Commit e0ff3491 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Pass a wined3d_context_gl structure to shader_glsl_ffp_vertex_lightambient_uniform().

parent 7fc2b672
......@@ -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];
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment