wined3d: Pass a wined3d_context_gl structure to context_map_vsamplers().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -3391,13 +3391,13 @@ static BOOL context_unit_free_for_vs(const struct wined3d_context *context,
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return TRUE;
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}
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static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, const struct wined3d_state *state)
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static void wined3d_context_gl_map_vsamplers(struct wined3d_context_gl *context_gl,
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BOOL ps, const struct wined3d_state *state)
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{
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const struct wined3d_shader_resource_info *vs_resource_info =
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state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info;
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struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
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const struct wined3d_shader_resource_info *ps_resource_info = NULL;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
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int start = min(WINED3D_MAX_COMBINED_SAMPLERS, gl_info->limits.graphics_samplers) - 1;
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int i;
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@ -3414,12 +3414,12 @@ static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, cons
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{
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while (start >= 0)
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{
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if (context_unit_free_for_vs(context, ps_resource_info, start))
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if (context_unit_free_for_vs(&context_gl->c, ps_resource_info, start))
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{
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if (context->tex_unit_map[vsampler_idx] != start)
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if (context_gl->c.tex_unit_map[vsampler_idx] != start)
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{
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wined3d_context_gl_map_stage(context_gl, vsampler_idx, start);
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context_invalidate_state(context, STATE_SAMPLER(vsampler_idx));
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context_invalidate_state(&context_gl->c, STATE_SAMPLER(vsampler_idx));
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}
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--start;
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@ -3428,7 +3428,7 @@ static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, cons
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--start;
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}
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if (context->tex_unit_map[vsampler_idx] == WINED3D_UNMAPPED_STAGE)
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if (context_gl->c.tex_unit_map[vsampler_idx] == WINED3D_UNMAPPED_STAGE)
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WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i);
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}
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}
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@ -3458,7 +3458,7 @@ static void context_update_tex_unit_map(struct wined3d_context *context, const s
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wined3d_context_gl_map_fixed_function_samplers(context_gl, state);
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if (vs)
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context_map_vsamplers(context, ps, state);
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wined3d_context_gl_map_vsamplers(context_gl, ps, state);
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}
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/* Context activation is done by the caller. */
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