Henri Verbeet : wined3d: Pass a wined3d_context_gl structure to context_update_tex_unit_map().

Alexandre Julliard julliard at winehq.org
Mon May 13 16:24:16 CDT 2019


Module: wine
Branch: master
Commit: 48b0c209554977a38d011a6bedc5ff31a27a7f34
URL:    https://source.winehq.org/git/wine.git/?a=commit;h=48b0c209554977a38d011a6bedc5ff31a27a7f34

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Fri May 10 21:19:03 2019 +0430

wined3d: Pass a wined3d_context_gl structure to context_update_tex_unit_map().

Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>

---

 dlls/wined3d/context.c | 10 +++++-----
 1 file changed, 5 insertions(+), 5 deletions(-)

diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index a197604..f62ba27 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -3435,15 +3435,15 @@ static void wined3d_context_gl_map_vsamplers(struct wined3d_context_gl *context_
     }
 }
 
-static void context_update_tex_unit_map(struct wined3d_context *context, const struct wined3d_state *state)
+static void wined3d_context_gl_update_tex_unit_map(struct wined3d_context_gl *context_gl,
+        const struct wined3d_state *state)
 {
-    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;
     BOOL vs = use_vs(state);
     BOOL ps = use_ps(state);
 
     if (!ps)
-        context_update_fixed_function_usage_map(context, state);
+        context_update_fixed_function_usage_map(&context_gl->c, state);
 
     /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
      * need a 1:1 map at the moment.
@@ -3956,7 +3956,7 @@ static BOOL context_apply_draw_state(struct wined3d_context *context,
     /* Preload resources before FBO setup. Texture preload in particular may
      * result in changes to the current FBO, due to using e.g. FBO blits for
      * updating a resource location. */
-    context_update_tex_unit_map(context, state);
+    wined3d_context_gl_update_tex_unit_map(context_gl, state);
     context_preload_textures(context, state);
     context_load_shader_resources(context, state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
     context_load_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_PIXEL],




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