Henri Verbeet : wined3d: Pass a wined3d_context_gl structure to context_map_vsamplers().
Alexandre Julliard
julliard at winehq.org
Fri May 10 10:45:19 CDT 2019
Module: wine
Branch: master
Commit: 167a0f573831d14dbc7c49cfb8e313aa243a2844
URL: https://source.winehq.org/git/wine.git/?a=commit;h=167a0f573831d14dbc7c49cfb8e313aa243a2844
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Thu May 9 23:56:22 2019 +0430
wined3d: Pass a wined3d_context_gl structure to context_map_vsamplers().
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/context.c | 16 ++++++++--------
1 file changed, 8 insertions(+), 8 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 936ad5b..e6b4503 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -3391,13 +3391,13 @@ static BOOL context_unit_free_for_vs(const struct wined3d_context *context,
return TRUE;
}
-static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, const struct wined3d_state *state)
+static void wined3d_context_gl_map_vsamplers(struct wined3d_context_gl *context_gl,
+ BOOL ps, const struct wined3d_state *state)
{
const struct wined3d_shader_resource_info *vs_resource_info =
state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info;
- struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
const struct wined3d_shader_resource_info *ps_resource_info = NULL;
- const struct wined3d_gl_info *gl_info = context->gl_info;
+ const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
int start = min(WINED3D_MAX_COMBINED_SAMPLERS, gl_info->limits.graphics_samplers) - 1;
int i;
@@ -3414,12 +3414,12 @@ static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, cons
{
while (start >= 0)
{
- if (context_unit_free_for_vs(context, ps_resource_info, start))
+ if (context_unit_free_for_vs(&context_gl->c, ps_resource_info, start))
{
- if (context->tex_unit_map[vsampler_idx] != start)
+ if (context_gl->c.tex_unit_map[vsampler_idx] != start)
{
wined3d_context_gl_map_stage(context_gl, vsampler_idx, start);
- context_invalidate_state(context, STATE_SAMPLER(vsampler_idx));
+ context_invalidate_state(&context_gl->c, STATE_SAMPLER(vsampler_idx));
}
--start;
@@ -3428,7 +3428,7 @@ static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, cons
--start;
}
- if (context->tex_unit_map[vsampler_idx] == WINED3D_UNMAPPED_STAGE)
+ if (context_gl->c.tex_unit_map[vsampler_idx] == WINED3D_UNMAPPED_STAGE)
WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i);
}
}
@@ -3458,7 +3458,7 @@ static void context_update_tex_unit_map(struct wined3d_context *context, const s
wined3d_context_gl_map_fixed_function_samplers(context_gl, state);
if (vs)
- context_map_vsamplers(context, ps, state);
+ wined3d_context_gl_map_vsamplers(context_gl, ps, state);
}
/* Context activation is done by the caller. */
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