wined3d: Pass a wined3d_context_gl structure to context_attach_depth_stencil_fbo().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2019-06-14 15:47:19 +04:30 committed by Alexandre Julliard
parent 3e1d8ab501
commit 5a143e5a29
1 changed files with 5 additions and 6 deletions

View File

@ -173,12 +173,11 @@ static void wined3d_context_gl_attach_gl_texture_fbo(struct wined3d_context_gl *
}
/* Context activation is done by the caller. */
static void context_attach_depth_stencil_fbo(struct wined3d_context *context,
static void wined3d_context_gl_attach_depth_stencil_fbo(struct wined3d_context_gl *context_gl,
GLenum fbo_target, const struct wined3d_fbo_resource *resource, BOOL rb_namespace,
DWORD flags)
uint32_t flags)
{
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;
if (resource->object)
{
@ -740,8 +739,8 @@ static void wined3d_context_gl_apply_fbo_entry(struct wined3d_context_gl *contex
entry->key.rb_namespace & (1 << (i + 1)));
}
context_attach_depth_stencil_fbo(&context_gl->c, target, &entry->key.objects[0],
entry->key.rb_namespace & 0x1, entry->flags);
wined3d_context_gl_attach_depth_stencil_fbo(context_gl, target,
&entry->key.objects[0], entry->key.rb_namespace & 0x1, entry->flags);
/* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
* GL contexts requirements. */