wined3d: Pass a wined3d_context_gl structure to wined3d_buffer_gl_destroy_buffer_object().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -140,11 +140,10 @@ static void wined3d_buffer_gl_bind(struct wined3d_buffer_gl *buffer_gl, struct w
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/* Context activation is done by the caller. */
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static void wined3d_buffer_gl_destroy_buffer_object(struct wined3d_buffer_gl *buffer_gl,
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struct wined3d_context *context)
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struct wined3d_context_gl *context_gl)
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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->c.gl_info;
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struct wined3d_resource *resource = &buffer_gl->b.resource;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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if (!buffer_gl->buffer_object)
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return;
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@ -172,7 +171,7 @@ static void wined3d_buffer_gl_destroy_buffer_object(struct wined3d_buffer_gl *bu
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if (resource->bind_flags & WINED3D_BIND_STREAM_OUTPUT)
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{
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device_invalidate_state(resource->device, STATE_STREAM_OUTPUT);
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if (context->transform_feedback_active)
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if (context_gl->c.transform_feedback_active)
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{
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/* We have to make sure that transform feedback is not active
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* when deleting a potentially bound transform feedback buffer.
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@ -269,7 +268,7 @@ fail:
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/* Clean up all BO init, but continue because we can work without a BO :-) */
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ERR("Failed to create a buffer object. Continuing, but performance issues may occur.\n");
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buffer_gl->b.flags &= ~WINED3D_BUFFER_USE_BO;
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wined3d_buffer_gl_destroy_buffer_object(buffer_gl, &context_gl->c);
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wined3d_buffer_gl_destroy_buffer_object(buffer_gl, context_gl);
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buffer_clear_dirty_areas(&buffer_gl->b);
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return FALSE;
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}
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@ -758,7 +757,7 @@ static void buffer_unload(struct wined3d_resource *resource)
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wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
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wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_BUFFER);
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wined3d_buffer_gl_destroy_buffer_object(wined3d_buffer_gl(buffer), context);
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wined3d_buffer_gl_destroy_buffer_object(wined3d_buffer_gl(buffer), wined3d_context_gl(context));
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buffer_clear_dirty_areas(buffer);
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context_release(context);
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@ -787,7 +786,7 @@ static void wined3d_buffer_gl_destroy_object(void *object)
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if (buffer_gl->buffer_object)
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{
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context = context_acquire(buffer_gl->b.resource.device, NULL, 0);
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wined3d_buffer_gl_destroy_buffer_object(buffer_gl, context);
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wined3d_buffer_gl_destroy_buffer_object(buffer_gl, wined3d_context_gl(context));
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context_release(context);
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heap_free(buffer_gl->b.conversion_map);
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