wined3d: Pass an IWineD3DDeviceImpl pointer to alloc_private().
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a3b2407824
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@ -6503,8 +6503,8 @@ struct arbfp_blit_priv {
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GLuint palette_texture;
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};
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static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
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IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
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static HRESULT arbfp_blit_alloc(IWineD3DDeviceImpl *device)
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{
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device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
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if(!device->blit_priv) {
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ERR("Out of memory\n");
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@ -1973,7 +1973,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface,
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TRACE("Fragment pipeline private data couldn't be allocated\n");
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goto err_out;
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}
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hr = This->blitter->alloc_private(iface);
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hr = This->blitter->alloc_private(This);
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if(FAILED(hr)) {
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TRACE("Blitter private data couldn't be allocated\n");
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goto err_out;
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@ -6259,7 +6259,7 @@ static HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwap
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goto err;
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}
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hr = This->blitter->alloc_private(iface);
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hr = This->blitter->alloc_private(This);
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if (FAILED(hr))
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{
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ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
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@ -4732,7 +4732,7 @@ const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
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IWineD3DSurfaceImpl_DrawOverlay
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};
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static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
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static HRESULT ffp_blit_alloc(IWineD3DDeviceImpl *device) { return WINED3D_OK; }
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/* Context activation is done by the caller. */
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static void ffp_blit_free(IWineD3DDevice *iface) { }
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@ -4865,7 +4865,7 @@ const struct blit_shader ffp_blit = {
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ffp_blit_color_fill
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};
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static HRESULT cpu_blit_alloc(IWineD3DDevice *iface)
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static HRESULT cpu_blit_alloc(IWineD3DDeviceImpl *device)
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{
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return WINED3D_OK;
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}
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@ -1175,7 +1175,7 @@ enum blit_operation
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* already under the GL lock. */
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struct blit_shader
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{
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HRESULT (*alloc_private)(IWineD3DDevice *iface);
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HRESULT (*alloc_private)(IWineD3DDeviceImpl *device);
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void (*free_private)(IWineD3DDevice *iface);
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HRESULT (*set_shader)(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface);
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void (*unset_shader)(IWineD3DDevice *iface);
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