diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index 936ad5be73c..e6b45039055 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -3391,13 +3391,13 @@ static BOOL context_unit_free_for_vs(const struct wined3d_context *context, return TRUE; } -static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, const struct wined3d_state *state) +static void wined3d_context_gl_map_vsamplers(struct wined3d_context_gl *context_gl, + BOOL ps, const struct wined3d_state *state) { const struct wined3d_shader_resource_info *vs_resource_info = state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info; - struct wined3d_context_gl *context_gl = wined3d_context_gl(context); const struct wined3d_shader_resource_info *ps_resource_info = NULL; - const struct wined3d_gl_info *gl_info = context->gl_info; + const struct wined3d_gl_info *gl_info = context_gl->c.gl_info; int start = min(WINED3D_MAX_COMBINED_SAMPLERS, gl_info->limits.graphics_samplers) - 1; int i; @@ -3414,12 +3414,12 @@ static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, cons { while (start >= 0) { - if (context_unit_free_for_vs(context, ps_resource_info, start)) + if (context_unit_free_for_vs(&context_gl->c, ps_resource_info, start)) { - if (context->tex_unit_map[vsampler_idx] != start) + if (context_gl->c.tex_unit_map[vsampler_idx] != start) { wined3d_context_gl_map_stage(context_gl, vsampler_idx, start); - context_invalidate_state(context, STATE_SAMPLER(vsampler_idx)); + context_invalidate_state(&context_gl->c, STATE_SAMPLER(vsampler_idx)); } --start; @@ -3428,7 +3428,7 @@ static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, cons --start; } - if (context->tex_unit_map[vsampler_idx] == WINED3D_UNMAPPED_STAGE) + if (context_gl->c.tex_unit_map[vsampler_idx] == WINED3D_UNMAPPED_STAGE) WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i); } } @@ -3458,7 +3458,7 @@ static void context_update_tex_unit_map(struct wined3d_context *context, const s wined3d_context_gl_map_fixed_function_samplers(context_gl, state); if (vs) - context_map_vsamplers(context, ps, state); + wined3d_context_gl_map_vsamplers(context_gl, ps, state); } /* Context activation is done by the caller. */