wined3d: Pass a wined3d_context_gl structure to glsl_blitter_upload_palette().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2019-06-04 15:31:53 +04:30 committed by Alexandre Julliard
parent a7b57b6872
commit 74ebaacb1a
1 changed files with 6 additions and 6 deletions

View File

@ -12769,17 +12769,17 @@ static GLuint glsl_blitter_generate_program(struct wined3d_glsl_blitter *blitter
/* Context activation is done by the caller. */
static void glsl_blitter_upload_palette(struct wined3d_glsl_blitter *blitter,
struct wined3d_context *context, const struct wined3d_texture *texture)
struct wined3d_context_gl *context_gl, const struct wined3d_texture_gl *texture_gl)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
const struct wined3d_palette *palette;
palette = texture->swapchain ? texture->swapchain->palette : NULL;
palette = texture_gl->t.swapchain ? texture_gl->t.swapchain->palette : NULL;
if (!blitter->palette_texture)
gl_info->gl_ops.gl.p_glGenTextures(1, &blitter->palette_texture);
context_active_texture(context, gl_info, 1);
context_active_texture(&context_gl->c, gl_info, 1);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, blitter->palette_texture);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@ -12799,7 +12799,7 @@ static void glsl_blitter_upload_palette(struct wined3d_glsl_blitter *blitter,
GL_UNSIGNED_INT_8_8_8_8_REV, &black);
}
context_active_texture(context, gl_info, 0);
context_active_texture(&context_gl->c, gl_info, 0);
}
/* Context activation is done by the caller. */
@ -13062,7 +13062,7 @@ static DWORD glsl_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bli
switch (get_complex_fixup(program->args.fixup))
{
case COMPLEX_FIXUP_P8:
glsl_blitter_upload_palette(glsl_blitter, context, src_texture);
glsl_blitter_upload_palette(glsl_blitter, context_gl, src_texture_gl);
break;
case COMPLEX_FIXUP_YUY2: