wined3d: Pass a wined3d_context_gl structure to context_apply_fbo_state().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2019-05-17 16:15:14 +04:30 committed by Alexandre Julliard
parent f9224e7284
commit 2d20e498f1
1 changed files with 13 additions and 13 deletions

View File

@ -757,34 +757,33 @@ static void wined3d_context_gl_apply_fbo_entry(struct wined3d_context_gl *contex
}
/* Context activation is done by the caller. */
static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
static void wined3d_context_gl_apply_fbo_state(struct wined3d_context_gl *context_gl, GLenum target,
const struct wined3d_rendertarget_info *render_targets,
const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location)
{
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
struct fbo_entry *entry, *entry2;
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->c.fbo_destroy_list, struct fbo_entry, entry)
{
wined3d_context_gl_destroy_fbo_entry(context_gl, entry);
}
if (context->rebind_fbo)
if (context_gl->c.rebind_fbo)
{
wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
context->rebind_fbo = FALSE;
context_gl->c.rebind_fbo = FALSE;
}
if (color_location == WINED3D_LOCATION_DRAWABLE)
{
context->current_fbo = NULL;
context_gl->c.current_fbo = NULL;
wined3d_context_gl_bind_fbo(context_gl, target, 0);
}
else
{
context->current_fbo = wined3d_context_gl_find_fbo_entry(context_gl, target,
context_gl->c.current_fbo = wined3d_context_gl_find_fbo_entry(context_gl, target,
render_targets, depth_stencil, color_location, ds_location);
wined3d_context_gl_apply_fbo_entry(context_gl, target, context->current_fbo);
wined3d_context_gl_apply_fbo_entry(context_gl, target, context_gl->c.current_fbo);
}
}
@ -810,7 +809,7 @@ void wined3d_context_gl_apply_fbo_state_blit(struct wined3d_context_gl *context_
ds_info.layer_count = 1;
}
context_apply_fbo_state(&context_gl->c, target, context_gl->c.blit_targets, &ds_info, location, location);
wined3d_context_gl_apply_fbo_state(context_gl, target, context_gl->c.blit_targets, &ds_info, location, location);
}
/* Context activation is done by the caller. */
@ -3060,13 +3059,13 @@ BOOL wined3d_context_gl_apply_clear_state(struct wined3d_context_gl *context_gl,
ds_info.layer_count = dsv_gl->v.layer_count;
}
context_apply_fbo_state(&context_gl->c, GL_FRAMEBUFFER, context_gl->c.blit_targets, &ds_info,
wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, context_gl->c.blit_targets, &ds_info,
rt_count ? rts[0]->resource->draw_binding : 0,
dsv ? dsv->resource->draw_binding : 0);
}
else
{
context_apply_fbo_state(&context_gl->c, GL_FRAMEBUFFER, NULL, &ds_info,
wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, NULL, &ds_info,
WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
rt_mask = context_generate_rt_mask_from_resource(rts[0]->resource);
}
@ -3162,6 +3161,7 @@ static unsigned int find_draw_buffers_mask(const struct wined3d_context *context
/* Context activation is done by the caller. */
void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
unsigned int rt_mask = find_draw_buffers_mask(context, state);
const struct wined3d_fb_state *fb = state->fb;
DWORD color_location = 0;
@ -3173,7 +3173,7 @@ void context_state_fb(struct wined3d_context *context, const struct wined3d_stat
if (!context->render_offscreen)
{
context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, &ds_info,
wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, NULL, &ds_info,
WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
}
else
@ -3206,7 +3206,7 @@ void context_state_fb(struct wined3d_context *context, const struct wined3d_stat
ds_info.layer_count = view_gl->v.layer_count;
}
context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, &ds_info,
wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, context->blit_targets, &ds_info,
color_location, fb->depth_stencil ? fb->depth_stencil->resource->draw_binding : 0);
}
}