wined3d: Pass a wined3d_context_gl structure to context_create_fbo_entry().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -514,12 +514,11 @@ static void wined3d_context_gl_generate_fbo_key(const struct wined3d_context_gl
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memset(&key->objects[buffers + 1], 0, (ARRAY_SIZE(key->objects) - buffers - 1) * sizeof(*key->objects));
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memset(&key->objects[buffers + 1], 0, (ARRAY_SIZE(key->objects) - buffers - 1) * sizeof(*key->objects));
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}
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}
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static struct fbo_entry *context_create_fbo_entry(const struct wined3d_context *context,
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static struct fbo_entry *wined3d_context_gl_create_fbo_entry(const struct wined3d_context_gl *context_gl,
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const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
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const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
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DWORD color_location, DWORD ds_location)
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DWORD color_location, DWORD ds_location)
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{
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{
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const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
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const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct fbo_entry *entry;
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struct fbo_entry *entry;
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entry = heap_alloc(sizeof(*entry));
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entry = heap_alloc(sizeof(*entry));
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@ -691,7 +690,8 @@ static struct fbo_entry *wined3d_context_gl_find_fbo_entry(struct wined3d_contex
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if (context_gl->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
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if (context_gl->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
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{
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{
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entry = context_create_fbo_entry(&context_gl->c, render_targets, depth_stencil, color_location, ds_location);
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entry = wined3d_context_gl_create_fbo_entry(context_gl,
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render_targets, depth_stencil, color_location, ds_location);
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list_add_head(&context_gl->fbo_list, &entry->entry);
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list_add_head(&context_gl->fbo_list, &entry->entry);
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++context_gl->fbo_entry_count;
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++context_gl->fbo_entry_count;
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}
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}
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