wined3d: Pass a wined3d_context_gl structure to context_bind_dummy_textures().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
stable
Henri Verbeet 2019-06-07 17:22:29 +04:30 committed by Alexandre Julliard
parent 3faa9e92a5
commit 813e08fc1d
3 changed files with 6 additions and 6 deletions

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@ -1759,10 +1759,10 @@ static int context_choose_pixel_format(const struct wined3d_device *device, HDC
}
/* Context activation is done by the caller. */
void context_bind_dummy_textures(const struct wined3d_context *context)
void wined3d_context_gl_bind_dummy_textures(const struct wined3d_context_gl *context_gl)
{
const struct wined3d_dummy_textures *textures = &wined3d_device_gl(context->device)->dummy_textures;
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_dummy_textures *textures = &wined3d_device_gl(context_gl->c.device)->dummy_textures;
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
unsigned int i;
for (i = 0; i < gl_info->limits.combined_samplers; ++i)
@ -2279,7 +2279,7 @@ HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl, struct wi
* are not created yet. In that case, they will be created (and bound) by
* create_dummy_textures right after this context is initialized. */
if (wined3d_device_gl(device)->dummy_textures.tex_2d)
context_bind_dummy_textures(context);
wined3d_context_gl_bind_dummy_textures(context_gl);
/* Initialise all rectangles to avoid resetting unused ones later. */
gl_info->gl_ops.gl.p_glScissor(0, 0, 0, 0);

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@ -803,7 +803,7 @@ static void wined3d_device_gl_create_dummy_textures(struct wined3d_device_gl *de
checkGLcall("create dummy textures");
context_bind_dummy_textures(&context_gl->c);
wined3d_context_gl_bind_dummy_textures(context_gl);
}
/* Context activation is done by the caller. */

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@ -2082,6 +2082,7 @@ void wined3d_context_gl_apply_fbo_state_blit(struct wined3d_context_gl *context_
void wined3d_context_gl_apply_ffp_blit_state(struct wined3d_context_gl *context_gl,
const struct wined3d_device *device) DECLSPEC_HIDDEN;
void wined3d_context_gl_bind_bo(struct wined3d_context_gl *context_gl, GLenum binding, GLuint name) DECLSPEC_HIDDEN;
void wined3d_context_gl_bind_dummy_textures(const struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN;
void wined3d_context_gl_bind_texture(struct wined3d_context_gl *context_gl,
GLenum target, GLuint name) DECLSPEC_HIDDEN;
void wined3d_context_gl_check_fbo_status(const struct wined3d_context_gl *context_gl, GLenum target) DECLSPEC_HIDDEN;
@ -2238,7 +2239,6 @@ void wined3d_raw_blitter_create(struct wined3d_blitter **next,
BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other) DECLSPEC_HIDDEN;
void context_bind_dummy_textures(const struct wined3d_context *context) DECLSPEC_HIDDEN;
void context_copy_bo_address(struct wined3d_context *context,
const struct wined3d_bo_address *dst, GLenum dst_binding,
const struct wined3d_bo_address *src, GLenum src_binding, size_t size) DECLSPEC_HIDDEN;