wined3d: Pass a wined3d_context_gl structure to wined3d_query_buffer_queue_result().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
stable
Henri Verbeet 2019-07-05 16:08:19 +04:30 committed by Alexandre Julliard
parent ca35a55637
commit 5f69c15645
1 changed files with 5 additions and 5 deletions

View File

@ -73,16 +73,16 @@ static void wined3d_query_destroy_buffer_object(struct wined3d_context_gl *conte
* object allows us to avoid these implicit flushes. An additional benefit is
* that it allows us to poll the query status from the application-thread
* instead of from the csmt-thread. */
static BOOL wined3d_query_buffer_queue_result(struct wined3d_context *context, struct wined3d_query *query, GLuint id)
static BOOL wined3d_query_buffer_queue_result(struct wined3d_context_gl *context_gl,
struct wined3d_query *query, GLuint id)
{
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
GLsync tmp_sync;
if (!gl_info->supported[ARB_QUERY_BUFFER_OBJECT] || !gl_info->supported[ARB_BUFFER_STORAGE])
return FALSE;
/* Don't use query buffers without CSMT, mainly for simplicity. */
if (!context->device->cs->thread)
if (!context_gl->c.device->cs->thread)
return FALSE;
if (query->buffer_object)
@ -684,7 +684,7 @@ static BOOL wined3d_occlusion_query_ops_issue(struct wined3d_query *query, DWORD
gl_info = context_gl->c.gl_info;
GL_EXTCALL(glEndQuery(GL_SAMPLES_PASSED));
checkGLcall("glEndQuery()");
wined3d_query_buffer_queue_result(&context_gl->c, query, oq->id);
wined3d_query_buffer_queue_result(context_gl, query, oq->id);
context_release(&context_gl->c);
poll = TRUE;