wined3d: Pass a wined3d_context_gl structure to context_map_psamplers().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -3346,22 +3346,21 @@ static void wined3d_context_gl_map_fixed_function_samplers(struct wined3d_contex
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}
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}
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static void context_map_psamplers(struct wined3d_context *context, const struct wined3d_state *state)
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static void wined3d_context_gl_map_psamplers(struct wined3d_context_gl *context_gl, const struct wined3d_state *state)
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{
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struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
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const struct wined3d_d3d_info *d3d_info = context->d3d_info;
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const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
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const struct wined3d_shader_resource_info *resource_info =
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state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
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unsigned int i;
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for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
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{
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if (resource_info[i].type && context->tex_unit_map[i] != i)
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if (resource_info[i].type && context_gl->c.tex_unit_map[i] != i)
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{
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wined3d_context_gl_map_stage(context_gl, i, i);
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context_invalidate_state(context, STATE_SAMPLER(i));
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context_invalidate_state(&context_gl->c, STATE_SAMPLER(i));
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if (i < d3d_info->limits.ffp_blend_stages)
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context_invalidate_texture_stage(context, i);
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context_invalidate_texture_stage(&context_gl->c, i);
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}
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}
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}
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@ -3454,7 +3453,7 @@ static void context_update_tex_unit_map(struct wined3d_context *context, const s
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return;
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if (ps)
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context_map_psamplers(context, state);
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wined3d_context_gl_map_psamplers(context_gl, state);
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else
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wined3d_context_gl_map_fixed_function_samplers(context_gl, state);
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