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