diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index 62927a3237d..38a4462b051 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -574,13 +574,12 @@ static void wined3d_context_gl_destroy_fbo_entry(struct wined3d_context_gl *cont } /* Context activation is done by the caller. */ -static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target, +static struct fbo_entry *wined3d_context_gl_find_fbo_entry(struct wined3d_context_gl *context_gl, GLenum target, const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location) { - struct wined3d_context_gl *context_gl = wined3d_context_gl(context); static const struct wined3d_rendertarget_info ds_null = {{0}}; - const struct wined3d_gl_info *gl_info = context->gl_info; + const struct wined3d_gl_info *gl_info = context_gl->c.gl_info; struct wined3d_texture *rt_texture, *ds_texture; struct wined3d_fbo_entry_key fbo_key; unsigned int i, ds_level, rt_level; @@ -614,11 +613,11 @@ static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, else if (depth_stencil->resource->type == WINED3D_RTYPE_TEXTURE_2D) { wined3d_texture_gl_set_compatible_renderbuffer(wined3d_texture_gl(ds_texture), - context, ds_level, &render_targets[0]); + &context_gl->c, ds_level, &render_targets[0]); } } - context_generate_fbo_key(context, &fbo_key, render_targets, depth_stencil, color_location, ds_location); + context_generate_fbo_key(&context_gl->c, &fbo_key, render_targets, depth_stencil, color_location, ds_location); if (TRACE_ON(d3d)) { @@ -676,29 +675,29 @@ static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, } } - LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry) + LIST_FOR_EACH_ENTRY(entry, &context_gl->c.fbo_list, struct fbo_entry, entry) { if (memcmp(&fbo_key, &entry->key, sizeof(fbo_key))) continue; list_remove(&entry->entry); - list_add_head(&context->fbo_list, &entry->entry); + list_add_head(&context_gl->c.fbo_list, &entry->entry); return entry; } - if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES) + if (context_gl->c.fbo_entry_count < WINED3D_MAX_FBO_ENTRIES) { - entry = context_create_fbo_entry(context, render_targets, depth_stencil, color_location, ds_location); - list_add_head(&context->fbo_list, &entry->entry); - ++context->fbo_entry_count; + entry = context_create_fbo_entry(&context_gl->c, render_targets, depth_stencil, color_location, ds_location); + list_add_head(&context_gl->c.fbo_list, &entry->entry); + ++context_gl->c.fbo_entry_count; } else { - entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry); + entry = LIST_ENTRY(list_tail(&context_gl->c.fbo_list), struct fbo_entry, entry); wined3d_context_gl_reuse_fbo_entry(context_gl, target, render_targets, depth_stencil, color_location, ds_location, entry); list_remove(&entry->entry); - list_add_head(&context->fbo_list, &entry->entry); + list_add_head(&context_gl->c.fbo_list, &entry->entry); } return entry; @@ -783,7 +782,7 @@ static void context_apply_fbo_state(struct wined3d_context *context, GLenum targ } else { - context->current_fbo = context_find_fbo_entry(context, target, + context->current_fbo = wined3d_context_gl_find_fbo_entry(context_gl, target, render_targets, depth_stencil, color_location, ds_location); context_apply_fbo_entry(context, target, context->current_fbo); }