[PATCH 3/5] wined3d: Pass a wined3d_context_gl structure to context_bind_dummy_textures().
Henri Verbeet
hverbeet at codeweavers.com
Fri Jun 7 07:52:29 CDT 2019
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/context.c | 8 ++++----
dlls/wined3d/device.c | 2 +-
dlls/wined3d/wined3d_private.h | 2 +-
3 files changed, 6 insertions(+), 6 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 1f187f34769..18a516c606e 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -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);
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 4ec4022dce6..3acaee6e70b 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -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. */
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 6402ec13357..94623580109 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -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;
--
2.11.0
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