wined3d: Pass a wined3d_context_gl structure to context_bind_shader_resources().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -3774,12 +3774,11 @@ static void context_load_shader_resources(struct wined3d_context *context, const
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}
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}
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static void context_bind_shader_resources(struct wined3d_context *context,
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static void wined3d_context_gl_bind_shader_resources(struct wined3d_context_gl *context_gl,
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const struct wined3d_state *state, enum wined3d_shader_type shader_type)
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{
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struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
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unsigned int bind_idx, shader_sampler_count, base, count, i;
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const struct wined3d_device *device = context->device;
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const struct wined3d_device *device = context_gl->c.device;
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struct wined3d_shader_sampler_map_entry *entry;
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struct wined3d_shader_resource_view *view;
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const struct wined3d_shader *shader;
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@ -3815,7 +3814,7 @@ static void context_bind_shader_resources(struct wined3d_context *context,
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sampler = device->default_sampler;
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else if (!(sampler = state->sampler[shader_type][entry->sampler_idx]))
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sampler = device->null_sampler;
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wined3d_shader_resource_view_gl_bind(wined3d_shader_resource_view_gl(view), bind_idx, sampler, context);
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wined3d_shader_resource_view_gl_bind(wined3d_shader_resource_view_gl(view), bind_idx, sampler, &context_gl->c);
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}
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}
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@ -3927,6 +3926,7 @@ static BOOL context_apply_draw_state(struct wined3d_context *context,
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const struct wined3d_device *device, const struct wined3d_state *state)
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{
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const struct wined3d_state_entry *state_table = context->state_table;
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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_fb_state *fb = state->fb;
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unsigned int i;
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@ -4005,7 +4005,7 @@ static BOOL context_apply_draw_state(struct wined3d_context *context,
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if (context->update_shader_resource_bindings)
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{
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for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
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context_bind_shader_resources(context, state, i);
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wined3d_context_gl_bind_shader_resources(context_gl, state, i);
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context->update_shader_resource_bindings = 0;
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if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
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context->update_compute_shader_resource_bindings = 1;
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@ -4063,7 +4063,7 @@ static void context_apply_compute_state(struct wined3d_context *context,
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if (context->update_compute_shader_resource_bindings)
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{
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context_bind_shader_resources(context, state, WINED3D_SHADER_TYPE_COMPUTE);
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wined3d_context_gl_bind_shader_resources(wined3d_context_gl(context), state, WINED3D_SHADER_TYPE_COMPUTE);
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context->update_compute_shader_resource_bindings = 0;
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if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
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context->update_shader_resource_bindings = 1;
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