diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index e3b6e5db71d..eb0056ff88e 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -6503,8 +6503,8 @@ struct arbfp_blit_priv { GLuint palette_texture; }; -static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) { - IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface; +static HRESULT arbfp_blit_alloc(IWineD3DDeviceImpl *device) +{ device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv)); if(!device->blit_priv) { ERR("Out of memory\n"); diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index ec50693876f..53b0c36ba05 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -1973,7 +1973,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, TRACE("Fragment pipeline private data couldn't be allocated\n"); goto err_out; } - hr = This->blitter->alloc_private(iface); + hr = This->blitter->alloc_private(This); if(FAILED(hr)) { TRACE("Blitter private data couldn't be allocated\n"); goto err_out; @@ -6259,7 +6259,7 @@ static HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwap goto err; } - hr = This->blitter->alloc_private(iface); + hr = This->blitter->alloc_private(This); if (FAILED(hr)) { ERR("Failed to allocate blitter private data, hr %#x.\n", hr); diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index e10ed0c6aff..05ce89bf8d7 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -4732,7 +4732,7 @@ const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl = IWineD3DSurfaceImpl_DrawOverlay }; -static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; } +static HRESULT ffp_blit_alloc(IWineD3DDeviceImpl *device) { return WINED3D_OK; } /* Context activation is done by the caller. */ static void ffp_blit_free(IWineD3DDevice *iface) { } @@ -4865,7 +4865,7 @@ const struct blit_shader ffp_blit = { ffp_blit_color_fill }; -static HRESULT cpu_blit_alloc(IWineD3DDevice *iface) +static HRESULT cpu_blit_alloc(IWineD3DDeviceImpl *device) { return WINED3D_OK; } diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index ebcb4ea0e99..a20a0ad0b4a 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -1175,7 +1175,7 @@ enum blit_operation * already under the GL lock. */ struct blit_shader { - HRESULT (*alloc_private)(IWineD3DDevice *iface); + HRESULT (*alloc_private)(IWineD3DDeviceImpl *device); void (*free_private)(IWineD3DDevice *iface); HRESULT (*set_shader)(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface); void (*unset_shader)(IWineD3DDevice *iface);