wined3d: Pass a wined3d_context_gl structure to context_bind_unordered_access_views().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2019-06-18 02:33:32 +04:30 committed by Alexandre Julliard
parent 4aa7fbe056
commit 9c746674e0
1 changed files with 5 additions and 5 deletions

View File

@ -3842,10 +3842,10 @@ static void context_load_unordered_access_resources(struct wined3d_context *cont
}
}
static void context_bind_unordered_access_views(struct wined3d_context *context,
static void wined3d_context_gl_bind_unordered_access_views(struct wined3d_context_gl *context_gl,
const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
struct wined3d_unordered_access_view_gl *view_gl;
const struct wined3d_format_gl *format_gl;
GLuint texture_name;
@ -3874,7 +3874,7 @@ static void context_bind_unordered_access_views(struct wined3d_context *context,
else if (view_gl->v.resource->type != WINED3D_RTYPE_BUFFER)
{
struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture_from_resource(view_gl->v.resource));
texture_name = wined3d_texture_gl_get_texture_name(texture_gl, context, FALSE);
texture_name = wined3d_texture_gl_get_texture_name(texture_gl, &context_gl->c, FALSE);
level = view_gl->v.desc.u.texture.level_idx;
}
else
@ -4002,7 +4002,7 @@ static BOOL context_apply_draw_state(struct wined3d_context *context,
if (context->update_unordered_access_view_bindings)
{
context_bind_unordered_access_views(context,
wined3d_context_gl_bind_unordered_access_views(context_gl,
state->shader[WINED3D_SHADER_TYPE_PIXEL],
state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
context->update_unordered_access_view_bindings = 0;
@ -4059,7 +4059,7 @@ static void wined3d_context_gl_apply_compute_state(struct wined3d_context_gl *co
if (context_gl->c.update_compute_unordered_access_view_bindings)
{
context_bind_unordered_access_views(&context_gl->c,
wined3d_context_gl_bind_unordered_access_views(context_gl,
state->shader[WINED3D_SHADER_TYPE_COMPUTE],
state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
context_gl->c.update_compute_unordered_access_view_bindings = 0;