diff --git a/dlls/wined3d/sampler.c b/dlls/wined3d/sampler.c index 8c3a94766a5..bfc3aec38eb 100644 --- a/dlls/wined3d/sampler.c +++ b/dlls/wined3d/sampler.c @@ -182,10 +182,9 @@ static void texture_gl_apply_base_level(struct wined3d_texture_gl *texture_gl, /* This function relies on the correct texture being bound and loaded. */ void wined3d_sampler_bind(struct wined3d_sampler *sampler, unsigned int unit, - struct wined3d_texture_gl *texture_gl, const struct wined3d_context *context) + struct wined3d_texture_gl *texture_gl, const struct wined3d_context_gl *context_gl) { - const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context); - const struct wined3d_gl_info *gl_info = context->gl_info; + const struct wined3d_gl_info *gl_info = context_gl->c.gl_info; if (gl_info->supported[ARB_SAMPLER_OBJECTS]) { diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index d87f6088ea6..06b30ba5e1e 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -3638,7 +3638,7 @@ static void sampler(struct wined3d_context *context, const struct wined3d_state } } - wined3d_sampler_bind(sampler, mapped_stage, texture_gl, context); + wined3d_sampler_bind(sampler, mapped_stage, texture_gl, context_gl); /* Trigger shader constant reloading (for NP2 texcoord fixup) */ if (!(texture_gl->t.flags & WINED3D_TEXTURE_POW2_MAT_IDENT)) diff --git a/dlls/wined3d/view.c b/dlls/wined3d/view.c index 06e24fb8ebc..d74c36f36f3 100644 --- a/dlls/wined3d/view.c +++ b/dlls/wined3d/view.c @@ -839,7 +839,7 @@ void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl if (view_gl->gl_view.name) { wined3d_context_gl_bind_texture(context_gl, view_gl->gl_view.target, view_gl->gl_view.name); - wined3d_sampler_bind(sampler, unit, NULL, context); + wined3d_sampler_bind(sampler, unit, NULL, context_gl); return; } @@ -851,7 +851,7 @@ void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl texture_gl = wined3d_texture_gl(wined3d_texture_from_resource(view_gl->v.resource)); wined3d_texture_gl_bind(texture_gl, context_gl, FALSE); - wined3d_sampler_bind(sampler, unit, texture_gl, context); + wined3d_sampler_bind(sampler, unit, texture_gl, context_gl); } /* Context activation is done by the caller. */ diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index ece1acae94a..31eb31a52f8 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -3685,7 +3685,7 @@ struct wined3d_sampler }; void wined3d_sampler_bind(struct wined3d_sampler *sampler, unsigned int unit, - struct wined3d_texture_gl *texture_gl, const struct wined3d_context *context) DECLSPEC_HIDDEN; + struct wined3d_texture_gl *texture_gl, const struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN; struct wined3d_vertex_declaration_element {