wined3d: Pass context to delete_gl_buffer().
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -138,9 +138,10 @@ static void buffer_bind(struct wined3d_buffer *buffer, struct wined3d_context *c
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GL_EXTCALL(glBindBuffer(buffer->buffer_type_hint, buffer->buffer_object));
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}
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/* Context activation is done by the caller */
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static void delete_gl_buffer(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
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/* Context activation is done by the caller. */
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static void delete_gl_buffer(struct wined3d_buffer *This, const struct wined3d_context *context)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct wined3d_resource *resource = &This->resource;
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if(!This->buffer_object) return;
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@ -256,7 +257,7 @@ fail:
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/* Clean up all BO init, but continue because we can work without a BO :-) */
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ERR("Failed to create a buffer object. Continuing, but performance issues may occur.\n");
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buffer->flags &= ~WINED3D_BUFFER_USE_BO;
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delete_gl_buffer(buffer, gl_info);
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delete_gl_buffer(buffer, context);
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buffer_clear_dirty_areas(buffer);
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return FALSE;
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}
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@ -662,7 +663,7 @@ static void buffer_unload(struct wined3d_resource *resource)
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buffer->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
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wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_BUFFER);
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delete_gl_buffer(buffer, context->gl_info);
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delete_gl_buffer(buffer, context);
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buffer_clear_dirty_areas(buffer);
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context_release(context);
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@ -691,7 +692,7 @@ static void wined3d_buffer_destroy_object(void *object)
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if (buffer->buffer_object)
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{
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context = context_acquire(buffer->resource.device, NULL);
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delete_gl_buffer(buffer, context->gl_info);
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delete_gl_buffer(buffer, context);
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context_release(context);
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HeapFree(GetProcessHeap(), 0, buffer->conversion_map);
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