wined3d: Introduce a context function to bind a buffer object.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -135,12 +135,7 @@ void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD loc
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/* Context activation is done by the caller. */
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/* Context activation is done by the caller. */
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static void buffer_bind(struct wined3d_buffer *buffer, struct wined3d_context *context)
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static void buffer_bind(struct wined3d_buffer *buffer, struct wined3d_context *context)
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{
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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context_bind_bo(context, buffer->buffer_type_hint, buffer->buffer_object);
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if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER)
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context_invalidate_state(context, STATE_INDEXBUFFER);
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GL_EXTCALL(glBindBuffer(buffer->buffer_type_hint, buffer->buffer_object));
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}
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}
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/* Context activation is done by the caller. */
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/* Context activation is done by the caller. */
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@ -2510,6 +2510,16 @@ void context_active_texture(struct wined3d_context *context, const struct wined3
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context->active_texture = unit;
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context->active_texture = unit;
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}
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}
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void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint name)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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if (binding == GL_ELEMENT_ARRAY_BUFFER)
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context_invalidate_state(context, STATE_INDEXBUFFER);
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GL_EXTCALL(glBindBuffer(binding, name));
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}
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void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name)
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void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name)
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{
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{
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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_info;
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@ -1945,6 +1945,7 @@ void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target
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struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
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struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
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void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
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void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
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unsigned int unit) DECLSPEC_HIDDEN;
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unsigned int unit) DECLSPEC_HIDDEN;
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void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint name) DECLSPEC_HIDDEN;
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void context_bind_dummy_textures(const struct wined3d_device *device,
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void context_bind_dummy_textures(const struct wined3d_device *device,
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const struct wined3d_context *context) DECLSPEC_HIDDEN;
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const struct wined3d_context *context) DECLSPEC_HIDDEN;
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void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
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void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
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