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