wined3d: Move the blit dimension fields from struct wined3d_context to struct wined3d_context_gl.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2791,12 +2791,11 @@ void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl,
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if (context->last_was_blit)
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{
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if (context->blit_w != rt_size.cx || context->blit_h != rt_size.cy)
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if (context_gl->blit_size.cx != rt_size.cx || context_gl->blit_size.cy != rt_size.cy)
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{
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gl_info->gl_ops.gl.p_glViewport(0, 0, rt_size.cx, rt_size.cy);
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context->viewport_count = WINED3D_MAX_VIEWPORTS;
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context->blit_w = rt_size.cx;
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context->blit_h = rt_size.cy;
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context_gl->blit_size = rt_size;
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/* No need to dirtify here, the states are still dirtified because
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* they weren't applied since the last context_apply_blit_state()
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* call. */
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@ -2870,8 +2869,7 @@ void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl,
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device->shader_backend->shader_disable(device->shader_priv, context);
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context->blit_w = rt_size.cx;
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context->blit_h = rt_size.cy;
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context_gl->blit_size = rt_size;
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checkGLcall("blit state application");
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}
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@ -2909,7 +2907,7 @@ void wined3d_context_gl_apply_ffp_blit_state(struct wined3d_context_gl *context_
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SIZE rt_size;
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wined3d_context_gl_get_rt_size(context_gl, &rt_size);
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if (context->blit_w != rt_size.cx || context->blit_h != rt_size.cy)
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if (context_gl->blit_size.cx != rt_size.cx || context_gl->blit_size.cy != rt_size.cy)
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context_apply_blit_projection(context, rt_size.cx, rt_size.cy);
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wined3d_context_gl_apply_blit_state(context_gl, device);
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@ -2964,7 +2962,7 @@ void wined3d_context_gl_apply_ffp_blit_state(struct wined3d_context_gl *context_
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gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
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gl_info->gl_ops.gl.p_glLoadIdentity();
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context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
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context_apply_blit_projection(context, context->blit_w, context->blit_h);
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context_apply_blit_projection(context, context_gl->blit_size.cx, context_gl->blit_size.cy);
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context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
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/* Other misc states. */
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@ -1944,8 +1944,7 @@ struct wined3d_context
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DWORD numbered_array_mask;
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GLenum tracking_parm; /* Which source is tracking current colour */
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GLenum untracked_materials[2];
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UINT blit_w, blit_h;
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enum fogsource fog_source;
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enum fogsource fog_source;
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UINT instance_count;
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@ -1982,6 +1981,7 @@ struct wined3d_context_gl
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uint32_t default_attrib_value_set;
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SIZE blit_size;
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unsigned int active_texture;
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GLenum *texture_type;
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