wined3d: Explicitly pass the context to the shader_load_constants() handlers.
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 414b519..9959a62 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -817,6 +817,8 @@
     WORD                        swizzle_map;   /* MAX_ATTRIBS, 16 */
 };
 
+struct wined3d_context;
+
 typedef struct {
     void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
@@ -824,7 +826,7 @@
     void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
     void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
     void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
-    void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
+    void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
     void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
     void (*shader_destroy)(IWineD3DBaseShader *iface);
     HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);