wined3d: Pass a wined3d_context_gl structure to wined3d_query_buffer_queue_result().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -73,16 +73,16 @@ static void wined3d_query_destroy_buffer_object(struct wined3d_context_gl *conte
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* object allows us to avoid these implicit flushes. An additional benefit is
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* that it allows us to poll the query status from the application-thread
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* instead of from the csmt-thread. */
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static BOOL wined3d_query_buffer_queue_result(struct wined3d_context *context, struct wined3d_query *query, GLuint id)
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static BOOL wined3d_query_buffer_queue_result(struct wined3d_context_gl *context_gl,
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struct wined3d_query *query, GLuint id)
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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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GLsync tmp_sync;
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if (!gl_info->supported[ARB_QUERY_BUFFER_OBJECT] || !gl_info->supported[ARB_BUFFER_STORAGE])
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return FALSE;
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/* Don't use query buffers without CSMT, mainly for simplicity. */
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if (!context->device->cs->thread)
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if (!context_gl->c.device->cs->thread)
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return FALSE;
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if (query->buffer_object)
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@ -684,7 +684,7 @@ static BOOL wined3d_occlusion_query_ops_issue(struct wined3d_query *query, DWORD
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gl_info = context_gl->c.gl_info;
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GL_EXTCALL(glEndQuery(GL_SAMPLES_PASSED));
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checkGLcall("glEndQuery()");
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wined3d_query_buffer_queue_result(&context_gl->c, query, oq->id);
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wined3d_query_buffer_queue_result(context_gl, query, oq->id);
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context_release(&context_gl->c);
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poll = TRUE;
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