[PATCH 4/5] wined3d: Pass a wined3d_context_gl structure to wined3d_texture_gl_bind().
Henri Verbeet
hverbeet at codeweavers.com
Wed Jun 12 06:29:34 CDT 2019
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/state.c | 2 +-
dlls/wined3d/texture.c | 15 +++++++--------
dlls/wined3d/view.c | 2 +-
dlls/wined3d/wined3d_private.h | 2 +-
4 files changed, 10 insertions(+), 11 deletions(-)
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 1e13557a98f..d87f6088ea6 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -3617,7 +3617,7 @@ static void sampler(struct wined3d_context *context, const struct wined3d_state
wined3d_sampler_desc_from_sampler_states(&desc, context, sampler_states, texture_gl);
- wined3d_texture_gl_bind(texture_gl, context, srgb);
+ wined3d_texture_gl_bind(texture_gl, context_gl, srgb);
if ((entry = wine_rb_get(&device->samplers, &desc)))
{
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index da646ceee4a..d3c58cb875e 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -934,18 +934,17 @@ void wined3d_gl_texture_swizzle_from_color_fixup(GLint swizzle[4], struct color_
/* Context activation is done by the caller. */
void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
- struct wined3d_context *context, BOOL srgb)
+ struct wined3d_context_gl *context_gl, BOOL srgb)
{
- struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
const struct wined3d_format *format = texture_gl->t.resource.format;
+ const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
const struct color_fixup_desc fixup = format->color_fixup;
- const struct wined3d_gl_info *gl_info = context->gl_info;
struct gl_texture *gl_tex;
GLenum target;
- TRACE("texture_gl %p, context %p, srgb %#x.\n", texture_gl, context, srgb);
+ TRACE("texture_gl %p, context_gl %p, srgb %#x.\n", texture_gl, context_gl, srgb);
- if (!needs_separate_srgb_gl_texture(context, &texture_gl->t))
+ if (!needs_separate_srgb_gl_texture(&context_gl->c, &texture_gl->t))
srgb = FALSE;
/* sRGB mode cache for preload() calls outside drawprim. */
@@ -988,7 +987,7 @@ void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
gl_tex->sampler_desc.max_anisotropy = 1;
gl_tex->sampler_desc.compare = FALSE;
gl_tex->sampler_desc.comparison_func = WINED3D_CMP_LESSEQUAL;
- if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
+ if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
gl_tex->sampler_desc.srgb_decode = TRUE;
else
gl_tex->sampler_desc.srgb_decode = srgb;
@@ -1046,7 +1045,7 @@ void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
checkGLcall("glTexParameteri(GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY)");
}
- if (!is_identity_fixup(fixup) && can_use_texture_swizzle(context->d3d_info, format))
+ if (!is_identity_fixup(fixup) && can_use_texture_swizzle(context_gl->c.d3d_info, format))
{
GLint swizzle[4];
@@ -1080,7 +1079,7 @@ void wined3d_texture_gl_bind_and_dirtify(struct wined3d_texture_gl *texture_gl,
context_invalidate_compute_state(&context_gl->c, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
context_invalidate_state(&context_gl->c, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
- wined3d_texture_gl_bind(texture_gl, &context_gl->c, srgb);
+ wined3d_texture_gl_bind(texture_gl, context_gl, srgb);
}
/* Context activation is done by the caller (state handler). */
diff --git a/dlls/wined3d/view.c b/dlls/wined3d/view.c
index e0ac57e761e..06e24fb8ebc 100644
--- a/dlls/wined3d/view.c
+++ b/dlls/wined3d/view.c
@@ -850,7 +850,7 @@ void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl
}
texture_gl = wined3d_texture_gl(wined3d_texture_from_resource(view_gl->v.resource));
- wined3d_texture_gl_bind(texture_gl, context, FALSE);
+ wined3d_texture_gl_bind(texture_gl, context_gl, FALSE);
wined3d_sampler_bind(sampler, unit, texture_gl, context);
}
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 74ad31ee137..91570ed79f4 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -3620,7 +3620,7 @@ static inline GLenum wined3d_texture_gl_get_sub_resource_target(const struct win
void wined3d_texture_gl_apply_sampler_desc(struct wined3d_texture_gl *texture_gl,
const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN;
void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
- struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
+ struct wined3d_context_gl *context_gl, BOOL srgb) DECLSPEC_HIDDEN;
void wined3d_texture_gl_bind_and_dirtify(struct wined3d_texture_gl *texture_gl,
struct wined3d_context_gl *context_gl, BOOL srgb) DECLSPEC_HIDDEN;
void wined3d_texture_gl_prepare_texture(struct wined3d_texture_gl *texture_gl,
--
2.11.0
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