Henri Verbeet : wined3d: Pass a wined3d_context_gl structure to context_generate_rt_mask_no_fbo().
Alexandre Julliard
julliard at winehq.org
Mon Jun 3 16:07:15 CDT 2019
Module: wine
Branch: master
Commit: 8b6b124e2bb0c27d0e6aa3ed257e5fc9b94a77e5
URL: https://source.winehq.org/git/wine.git/?a=commit;h=8b6b124e2bb0c27d0e6aa3ed257e5fc9b94a77e5
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Mon Jun 3 18:28:19 2019 +0430
wined3d: Pass a wined3d_context_gl structure to context_generate_rt_mask_no_fbo().
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/context.c | 18 +++++++++---------
1 file changed, 9 insertions(+), 9 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 7960305..c069740 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -2747,10 +2747,9 @@ GLenum wined3d_context_gl_get_offscreen_gl_buffer(const struct wined3d_context_g
}
}
-static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_context *context, struct wined3d_resource *rt)
+static uint32_t wined3d_context_gl_generate_rt_mask_no_fbo(const struct wined3d_context_gl *context_gl,
+ struct wined3d_resource *rt)
{
- const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
-
if (!rt || rt->format->id == WINED3DFMT_NULL)
return 0;
else if (rt->type != WINED3D_RTYPE_BUFFER && texture_from_resource(rt)->swapchain)
@@ -2764,8 +2763,8 @@ void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl,
{
struct wined3d_context *context = &context_gl->c;
const struct wined3d_gl_info *gl_info;
+ uint32_t rt_mask, *cur_mask;
struct wined3d_texture *rt;
- DWORD rt_mask, *cur_mask;
unsigned int sampler;
SIZE rt_size;
@@ -2796,7 +2795,7 @@ void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl,
}
else
{
- rt_mask = context_generate_rt_mask_no_fbo(context, &rt->resource);
+ rt_mask = wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, &rt->resource);
}
cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
@@ -3029,7 +3028,7 @@ BOOL wined3d_context_gl_apply_clear_state(struct wined3d_context_gl *context_gl,
struct wined3d_rendertarget_view * const *rts = fb->render_targets;
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
- DWORD rt_mask = 0, *cur_mask;
+ uint32_t rt_mask = 0, *cur_mask;
unsigned int i;
if (isStateDirty(&context_gl->c, STATE_FRAMEBUFFER) || fb != state->fb
@@ -3088,7 +3087,7 @@ BOOL wined3d_context_gl_apply_clear_state(struct wined3d_context_gl *context_gl,
}
else
{
- rt_mask = context_generate_rt_mask_no_fbo(&context_gl->c, rt_count ? rts[0]->resource : NULL);
+ rt_mask = wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, rt_count ? rts[0]->resource : NULL);
}
}
else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
@@ -3102,7 +3101,7 @@ BOOL wined3d_context_gl_apply_clear_state(struct wined3d_context_gl *context_gl,
}
else
{
- rt_mask = context_generate_rt_mask_no_fbo(&context_gl->c, rt_count ? rts[0]->resource : NULL);
+ rt_mask = wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, rt_count ? rts[0]->resource : NULL);
}
cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
@@ -3144,6 +3143,7 @@ BOOL wined3d_context_gl_apply_clear_state(struct wined3d_context_gl *context_gl,
static unsigned int find_draw_buffers_mask(const struct wined3d_context *context, const struct wined3d_state *state)
{
+ const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
struct wined3d_rendertarget_view * const *rts = state->fb->render_targets;
struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
const struct wined3d_gl_info *gl_info = context->gl_info;
@@ -3151,7 +3151,7 @@ static unsigned int find_draw_buffers_mask(const struct wined3d_context *context
unsigned int i;
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
- return context_generate_rt_mask_no_fbo(context, rts[0]->resource);
+ return wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, rts[0]->resource);
else if (!context->render_offscreen)
return context_generate_rt_mask_from_resource(rts[0]->resource);
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