wined3d: Use gl_info from the wined3d_shader_context in shader_hw_sample().

For simplicity.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2018-03-22 14:22:46 +04:30 committed by Alexandre Julliard
parent f31ed9837a
commit 9d2f4cdbdd

View file

@ -1416,9 +1416,6 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
const char *mod;
BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
const struct wined3d_shader *shader;
const struct wined3d_device *device;
const struct wined3d_gl_info *gl_info;
const char *tex_dst = dst_str;
struct color_fixup_masks masks;
@ -1432,12 +1429,8 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD
break;
case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
shader = ins->ctx->shader;
device = shader->device;
gl_info = &device->adapter->gl_info;
if (pshader && priv->cur_ps_args->super.np2_fixup & (1u << sampler_idx)
&& gl_info->supported[ARB_TEXTURE_RECTANGLE])
&& ins->ctx->gl_info->supported[ARB_TEXTURE_RECTANGLE])
tex_type = "RECT";
else
tex_type = "2D";