wined3d: Rename IWineD3DDeviceImpl_FindTexUnitMap() to device_update_tex_unit_map().
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@ -2234,7 +2234,7 @@ BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_de
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/* Preload resources before FBO setup. Texture preload in particular may
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* result in changes to the current FBO, due to using e.g. FBO blits for
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* updating a resource location. */
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IWineD3DDeviceImpl_FindTexUnitMap(device);
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device_update_tex_unit_map(device);
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device_preload_textures(device);
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if (isStateDirty(context, STATE_VDECL))
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device_update_stream_info(device, context->gl_info);
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@ -2980,7 +2980,7 @@ static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const s
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}
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}
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void IWineD3DDeviceImpl_FindTexUnitMap(struct wined3d_device *device)
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void device_update_tex_unit_map(struct wined3d_device *device)
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{
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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const struct wined3d_state *state = &device->stateBlock->state;
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@ -1790,7 +1790,7 @@ void device_stream_info_from_declaration(struct wined3d_device *device,
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void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
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struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
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void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
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void IWineD3DDeviceImpl_FindTexUnitMap(struct wined3d_device *device) DECLSPEC_HIDDEN;
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void device_update_tex_unit_map(struct wined3d_device *device) DECLSPEC_HIDDEN;
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void IWineD3DDeviceImpl_MarkStateDirty(struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
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static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
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