wined3d: Pass a wined3d_context_gl structure to context_update_tex_unit_map().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2019-05-10 21:01:03 +04:30 committed by Alexandre Julliard
parent a005e250f0
commit 48b0c20955
1 changed files with 5 additions and 5 deletions

View File

@ -3435,15 +3435,15 @@ static void wined3d_context_gl_map_vsamplers(struct wined3d_context_gl *context_
}
}
static void context_update_tex_unit_map(struct wined3d_context *context, const struct wined3d_state *state)
static void wined3d_context_gl_update_tex_unit_map(struct wined3d_context_gl *context_gl,
const struct wined3d_state *state)
{
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
BOOL vs = use_vs(state);
BOOL ps = use_ps(state);
if (!ps)
context_update_fixed_function_usage_map(context, state);
context_update_fixed_function_usage_map(&context_gl->c, state);
/* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
* need a 1:1 map at the moment.
@ -3956,7 +3956,7 @@ static BOOL context_apply_draw_state(struct wined3d_context *context,
/* Preload resources before FBO setup. Texture preload in particular may
* result in changes to the current FBO, due to using e.g. FBO blits for
* updating a resource location. */
context_update_tex_unit_map(context, state);
wined3d_context_gl_update_tex_unit_map(context_gl, state);
context_preload_textures(context, state);
context_load_shader_resources(context, state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
context_load_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_PIXEL],