wined3d: Store the swapchain instead of the surface in the context.
This commit is contained in:
parent
b281f23efe
commit
18ec2525a4
@ -576,7 +576,7 @@ static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
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/* GL locking is done by the caller (state handler) */
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static void shader_arb_load_constants(const struct wined3d_context *context, char usePixelShader, char useVertexShader)
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{
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IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.device;
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IWineD3DDeviceImpl *device = context->swapchain->device;
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IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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@ -606,7 +606,7 @@ static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT
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/* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
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* context. On a context switch the old context will be fully dirtified */
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if (!context || ((IWineD3DSurfaceImpl *)context->surface)->resource.device != This) return;
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if (!context || context->swapchain->device != This) return;
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memset(context->vshader_const_dirty + start, 1, sizeof(*context->vshader_const_dirty) * count);
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This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count);
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@ -619,7 +619,7 @@ static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT
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/* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
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* context. On a context switch the old context will be fully dirtified */
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if (!context || ((IWineD3DSurfaceImpl *)context->surface)->resource.device != This) return;
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if (!context || context->swapchain->device != This) return;
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memset(context->pshader_const_dirty + start, 1, sizeof(*context->pshader_const_dirty) * count);
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This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count);
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@ -4339,7 +4339,7 @@ static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IW
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/* GL locking is done by the caller */
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static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
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{
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IWineD3DDeviceImpl *This = ((IWineD3DSurfaceImpl *)context->surface)->resource.device;
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IWineD3DDeviceImpl *This = context->swapchain->device;
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struct shader_arb_priv *priv = This->shader_priv;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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int i;
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@ -317,8 +317,8 @@ static void context_check_fbo_status(struct wined3d_context *context)
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static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *context)
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{
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IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.device;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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IWineD3DDeviceImpl *device = context->swapchain->device;
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struct fbo_entry *entry;
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entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
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@ -334,8 +334,8 @@ static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *contex
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/* GL locking is done by the caller */
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static void context_reuse_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
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{
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IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.device;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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IWineD3DDeviceImpl *device = context->swapchain->device;
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context_bind_fbo(context, GL_FRAMEBUFFER, &entry->id);
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context_clean_fbo_attachments(gl_info);
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@ -363,8 +363,8 @@ static void context_destroy_fbo_entry(struct wined3d_context *context, struct fb
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/* GL locking is done by the caller */
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static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context)
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{
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IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.device;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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IWineD3DDeviceImpl *device = context->swapchain->device;
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struct fbo_entry *entry;
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LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
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@ -399,8 +399,8 @@ static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context)
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/* GL locking is done by the caller */
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static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
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{
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IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.device;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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IWineD3DDeviceImpl *device = context->swapchain->device;
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unsigned int i;
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context_bind_fbo(context, GL_FRAMEBUFFER, &entry->id);
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@ -1147,10 +1147,10 @@ static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
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* pPresentParameters: contains the pixelformats to use for onscreen rendering
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*
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*****************************************************************************/
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struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target,
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HWND win_handle, const WINED3DPRESENT_PARAMETERS *pPresentParms)
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struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target)
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{
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const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
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IWineD3DDeviceImpl *device = swapchain->device;
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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const struct GlPixelFormatDesc *color_format_desc;
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const struct GlPixelFormatDesc *ds_format_desc;
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struct wined3d_context *ret;
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@ -1163,8 +1163,7 @@ struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurface
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HGLRC ctx;
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HDC hdc;
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TRACE("device %p, target %p, window %p, present parameters %p.\n",
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This, target, win_handle, pPresentParms);
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TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
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ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
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if (!ret)
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@ -1173,7 +1172,7 @@ struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurface
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return NULL;
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}
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if (!(hdc = GetDC(win_handle)))
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if (!(hdc = GetDC(swapchain->win_handle)))
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{
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ERR("Failed to retrieve a device context.\n");
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goto out;
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@ -1206,34 +1205,34 @@ struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurface
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/* Retrieve the depth stencil format from the present parameters.
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* The choice of the proper format can give a nice performance boost
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* in case of GPU limited programs. */
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if (pPresentParms->EnableAutoDepthStencil)
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if (swapchain->presentParms.EnableAutoDepthStencil)
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{
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TRACE("Auto depth stencil enabled, using format %s.\n",
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debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
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ds_format_desc = getFormatDescEntry(pPresentParms->AutoDepthStencilFormat, gl_info);
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debug_d3dformat(swapchain->presentParms.AutoDepthStencilFormat));
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ds_format_desc = getFormatDescEntry(swapchain->presentParms.AutoDepthStencilFormat, gl_info);
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}
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/* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
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if (pPresentParms->MultiSampleType && (pPresentParms->SwapEffect == WINED3DSWAPEFFECT_DISCARD))
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if (swapchain->presentParms.MultiSampleType && (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD))
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{
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if (!gl_info->supported[ARB_MULTISAMPLE])
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WARN("The application is requesting multisampling without support.\n");
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else
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{
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TRACE("Requesting multisample type %#x.\n", pPresentParms->MultiSampleType);
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numSamples = pPresentParms->MultiSampleType;
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TRACE("Requesting multisample type %#x.\n", swapchain->presentParms.MultiSampleType);
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numSamples = swapchain->presentParms.MultiSampleType;
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}
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}
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/* Try to find a pixel format which matches our requirements. */
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pixel_format = WineD3D_ChoosePixelFormat(This, hdc, color_format_desc, ds_format_desc,
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pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format_desc, ds_format_desc,
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auxBuffers, numSamples, FALSE /* findCompatible */);
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/* Try to locate a compatible format if we weren't able to find anything. */
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if (!pixel_format)
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{
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TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
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pixel_format = WineD3D_ChoosePixelFormat(This, hdc, color_format_desc, ds_format_desc,
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pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format_desc, ds_format_desc,
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auxBuffers, 0 /* numSamples */, TRUE /* findCompatible */);
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}
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@ -1252,13 +1251,13 @@ struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurface
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}
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ctx = pwglCreateContext(hdc);
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if (This->numContexts)
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if (device->numContexts)
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{
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if (!pwglShareLists(This->contexts[0]->glCtx, ctx))
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if (!pwglShareLists(device->contexts[0]->glCtx, ctx))
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{
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DWORD err = GetLastError();
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ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
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This->contexts[0]->glCtx, ctx, err);
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device->contexts[0]->glCtx, ctx, err);
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}
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}
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@ -1267,7 +1266,7 @@ struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurface
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goto out;
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}
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if (!device_context_add(This, ret))
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if (!device_context_add(device, ret))
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{
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ERR("Failed to add the newly created context to the context list\n");
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if (!pwglDeleteContext(ctx))
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@ -1284,11 +1283,11 @@ struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurface
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* on the first use of the context. */
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for (state = 0; state <= STATE_HIGHEST; ++state)
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{
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if (This->StateTable[state].representative)
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Context_MarkStateDirty(ret, state, This->StateTable);
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if (device->StateTable[state].representative)
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Context_MarkStateDirty(ret, state, device->StateTable);
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}
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ret->surface = (IWineD3DSurface *) target;
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ret->swapchain = swapchain;
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ret->current_rt = (IWineD3DSurface *)target;
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ret->tid = GetCurrentThreadId();
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@ -1297,19 +1296,20 @@ struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurface
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ret->valid = 1;
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ret->glCtx = ctx;
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ret->win_handle = win_handle;
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ret->win_handle = swapchain->win_handle;
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ret->hdc = hdc;
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if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
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if (device->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *)device))
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{
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/* Create the dirty constants array and initialize them to dirty */
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ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
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sizeof(*ret->vshader_const_dirty) * This->d3d_vshader_constantF);
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sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
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ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
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sizeof(*ret->pshader_const_dirty) * This->d3d_pshader_constantF);
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sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
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memset(ret->vshader_const_dirty, 1,
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sizeof(*ret->vshader_const_dirty) * This->d3d_vshader_constantF);
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sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
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memset(ret->pshader_const_dirty, 1,
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sizeof(*ret->pshader_const_dirty) * This->d3d_pshader_constantF);
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sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
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}
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ret->free_occlusion_query_size = 4;
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@ -1364,10 +1364,10 @@ struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurface
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glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
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checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
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glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
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checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
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glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
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checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
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glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
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checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
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glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);
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checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
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if (gl_info->supported[APPLE_CLIENT_STORAGE])
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{
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@ -1436,7 +1436,7 @@ struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurface
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LEAVE_GL();
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This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
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device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
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TRACE("Created context %p.\n", ret);
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@ -1759,7 +1759,7 @@ static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSur
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{
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if (current_context
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&& current_context->current_rt
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&& ((IWineD3DSurfaceImpl *)current_context->surface)->resource.device == This)
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&& current_context->swapchain->device == This)
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{
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target = current_context->current_rt;
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}
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@ -1791,7 +1791,7 @@ static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSur
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TRACE("Rendering offscreen\n");
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/* Stay with the currently active context. */
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if (current_context && ((IWineD3DSurfaceImpl *)current_context->surface)->resource.device == This)
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if (current_context && current_context->swapchain->device == This)
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{
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context = current_context;
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}
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@ -6442,8 +6442,7 @@ HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *
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}
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target = (IWineD3DSurfaceImpl *)(swapchain->backBuffer ? swapchain->backBuffer[0] : swapchain->frontBuffer);
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context = context_create(This, target, swapchain->win_handle, &swapchain->presentParms);
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if (!context)
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if (!(context = context_create(swapchain, target)))
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{
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WARN("Failed to create context.\n");
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HeapFree(GetProcessHeap(), 0, swapchain->context);
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@ -7155,13 +7154,12 @@ void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *h
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void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height)
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{
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IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)context->surface;
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IWineD3DSwapChainImpl *swapchain = context->swapchain;
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/* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
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* current context's drawable, which is the size of the back buffer of the swapchain
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* the active context belongs to. The back buffer of the swapchain is stored as the
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* surface the context belongs to. */
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*width = surface->currentDesc.Width;
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*height = surface->currentDesc.Height;
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* the active context belongs to. */
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*width = swapchain->presentParms.BackBufferWidth;
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*height = swapchain->presentParms.BackBufferHeight;
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}
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LRESULT device_process_message(IWineD3DDeviceImpl *device, HWND window,
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@ -719,8 +719,8 @@ static void shader_glsl_load_np2fixup_constants(
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static void shader_glsl_load_constants(const struct wined3d_context *context,
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char usePixelShader, char useVertexShader)
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{
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IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.device;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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IWineD3DDeviceImpl *device = context->swapchain->device;
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IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
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struct shader_glsl_priv *priv = device->shader_priv;
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@ -4530,8 +4530,8 @@ static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info,
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/* GL locking is done by the caller */
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static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
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{
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IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.device;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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IWineD3DDeviceImpl *device = context->swapchain->device;
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struct shader_glsl_priv *priv = device->shader_priv;
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GLhandleARB program_id = 0;
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GLenum old_vertex_color_clamp, current_vertex_color_clamp;
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@ -546,8 +546,7 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapCh
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IWineD3DSurface_UnlockRect(This->backBuffer[0]);
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context_destroy(This->device, This->context[0]);
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This->context[0] = context_create(This->device, (IWineD3DSurfaceImpl *)This->frontBuffer,
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This->win_handle, &This->presentParms);
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This->context[0] = context_create(This, (IWineD3DSurfaceImpl *)This->frontBuffer);
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context_release(This->context[0]);
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IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_DISCARD);
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@ -816,9 +815,7 @@ HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface
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if (surface_type == SURFACE_OPENGL)
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{
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swapchain->context[0] = context_create(device, (IWineD3DSurfaceImpl *)swapchain->frontBuffer,
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window, present_parameters);
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if (!swapchain->context[0])
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if (!(swapchain->context[0] = context_create(swapchain, (IWineD3DSurfaceImpl *)swapchain->frontBuffer)))
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{
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WARN("Failed to create context.\n");
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hr = WINED3DERR_NOTAVAILABLE;
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@ -935,9 +932,7 @@ struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *i
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TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
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ctx = context_create(This->device, (IWineD3DSurfaceImpl *)This->frontBuffer,
|
||||
This->context[0]->win_handle, &This->presentParms);
|
||||
if (!ctx)
|
||||
if (!(ctx = context_create(This, (IWineD3DSurfaceImpl *)This->frontBuffer)))
|
||||
{
|
||||
ERR("Failed to create a new context for the swapchain\n");
|
||||
return NULL;
|
||||
|
@ -1051,7 +1051,7 @@ struct wined3d_context
|
||||
DWORD numDirtyEntries;
|
||||
DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
|
||||
|
||||
IWineD3DSurface *surface;
|
||||
IWineD3DSwapChainImpl *swapchain;
|
||||
IWineD3DSurface *current_rt;
|
||||
DWORD tid; /* Thread ID which owns this context at the moment */
|
||||
|
||||
@ -1199,8 +1199,7 @@ void context_attach_depth_stencil_fbo(struct wined3d_context *context,
|
||||
GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
|
||||
void context_attach_surface_fbo(const struct wined3d_context *context,
|
||||
GLenum fbo_target, DWORD idx, IWineD3DSurface *surface) DECLSPEC_HIDDEN;
|
||||
struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target,
|
||||
HWND win, const WINED3DPRESENT_PARAMETERS *present_parameters) DECLSPEC_HIDDEN;
|
||||
struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target) DECLSPEC_HIDDEN;
|
||||
void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
|
||||
void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
|
||||
void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
|
||||
|
Loading…
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Reference in New Issue
Block a user