wined3d: Pass a wined3d_context_gl structure to context_attach_surface_fbo().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -213,10 +213,9 @@ static void wined3d_context_gl_attach_depth_stencil_fbo(struct wined3d_context_g
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}
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/* Context activation is done by the caller. */
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static void context_attach_surface_fbo(struct wined3d_context *context,
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GLenum fbo_target, DWORD idx, const struct wined3d_fbo_resource *resource, BOOL rb_namespace)
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static void wined3d_context_gl_attach_surface_fbo(struct wined3d_context_gl *context_gl,
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GLenum fbo_target, unsigned int idx, const struct wined3d_fbo_resource *resource, BOOL rb_namespace)
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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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TRACE("Attach GL object %u to %u.\n", resource->object, idx);
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@ -735,8 +734,8 @@ static void wined3d_context_gl_apply_fbo_entry(struct wined3d_context_gl *contex
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/* Apply render targets */
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for (i = 0; i < gl_info->limits.buffers; ++i)
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{
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context_attach_surface_fbo(&context_gl->c, target, i, &entry->key.objects[i + 1],
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entry->key.rb_namespace & (1 << (i + 1)));
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wined3d_context_gl_attach_surface_fbo(context_gl, target, i,
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&entry->key.objects[i + 1], entry->key.rb_namespace & (1 << (i + 1)));
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}
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wined3d_context_gl_attach_depth_stencil_fbo(context_gl, target,
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