[PATCH 2/6] wined3d: Explicitly pass a wined3d_state structure to context_apply_clear_state().
Henri Verbeet
hverbeet at codeweavers.com
Wed Apr 6 12:12:03 CDT 2016
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/context.c | 10 +++++-----
dlls/wined3d/device.c | 5 +++--
dlls/wined3d/wined3d_private.h | 2 +-
3 files changed, 9 insertions(+), 8 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 670bf6f..48c82cf 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -2507,7 +2507,7 @@ static BOOL context_validate_rt_config(UINT rt_count, struct wined3d_rendertarge
}
/* Context activation is done by the caller. */
-BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
+BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
UINT rt_count, const struct wined3d_fb_state *fb)
{
struct wined3d_rendertarget_view **rts = fb->render_targets;
@@ -2516,8 +2516,8 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win
DWORD rt_mask = 0, *cur_mask;
UINT i;
- if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != &device->fb
- || rt_count != context->gl_info->limits.buffers)
+ if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != state->fb
+ || rt_count != gl_info->limits.buffers)
{
if (!context_validate_rt_config(rt_count, rts, dsv))
return FALSE;
@@ -2534,7 +2534,7 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win
if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
rt_mask |= (1u << i);
}
- while (i < context->gl_info->limits.buffers)
+ while (i < gl_info->limits.buffers)
{
context->blit_targets[i] = NULL;
++i;
@@ -2601,7 +2601,7 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win
gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
if (rt_count && gl_info->supported[ARB_FRAMEBUFFER_SRGB])
{
- if (needs_srgb_write(context, &device->state, fb))
+ if (needs_srgb_write(context, state, fb))
gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
else
gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 5231533..619ad1e 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -294,6 +294,7 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
struct wined3d_surface *target = rt_count ? wined3d_rendertarget_view_get_surface(fb->render_targets[0]) : NULL;
struct wined3d_surface *depth_stencil = fb->depth_stencil
? wined3d_rendertarget_view_get_surface(fb->depth_stencil) : NULL;
+ const struct wined3d_state *state = &device->state;
const struct wined3d_gl_info *gl_info;
UINT drawable_width, drawable_height;
struct wined3d_color corrected_color;
@@ -359,7 +360,7 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
draw_rect, rect_count, clear_rect, &ds_rect);
}
- if (!context_apply_clear_state(context, device, rt_count, fb))
+ if (!context_apply_clear_state(context, state, rt_count, fb))
{
context_release(context);
WARN("Failed to apply clear state, skipping clear.\n");
@@ -415,7 +416,7 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
wined3d_texture_invalidate_location(texture, rtv->sub_resource_idx, ~rtv->resource->draw_binding);
}
- if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, &device->state, fb))
+ if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, fb))
{
if (rt_count > 1)
WARN("Clearing multiple sRGB render targets with no GL_ARB_framebuffer_sRGB "
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 96bcf6b..2161c42 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1575,7 +1575,7 @@ void context_alloc_event_query(struct wined3d_context *context,
void context_alloc_occlusion_query(struct wined3d_context *context,
struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
-BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
+BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
--
2.1.4
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