Henri Verbeet : wined3d: Pass a wined3d_context_gl structure to wined3d_query_buffer_queue_result( ).
Alexandre Julliard
julliard at winehq.org
Fri Jul 5 14:49:18 CDT 2019
Module: wine
Branch: master
Commit: 5f69c15645f65dab0b7e8805e3f845a8c96a565e
URL: https://source.winehq.org/git/wine.git/?a=commit;h=5f69c15645f65dab0b7e8805e3f845a8c96a565e
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Fri Jul 5 16:26:19 2019 +0430
wined3d: Pass a wined3d_context_gl structure to wined3d_query_buffer_queue_result().
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/query.c | 10 +++++-----
1 file changed, 5 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/query.c b/dlls/wined3d/query.c
index 10ca7d6..5d24011 100644
--- a/dlls/wined3d/query.c
+++ b/dlls/wined3d/query.c
@@ -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;
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