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