wined3d: Use wined3d_texture_get_texture_name() helper in more places.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -3553,7 +3553,7 @@ static void context_bind_unordered_access_views(struct wined3d_context *context,
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else if (view->resource->type != WINED3D_RTYPE_BUFFER)
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else if (view->resource->type != WINED3D_RTYPE_BUFFER)
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{
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{
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struct wined3d_texture *texture = texture_from_resource(view->resource);
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struct wined3d_texture *texture = texture_from_resource(view->resource);
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texture_name = wined3d_texture_get_gl_texture(texture, FALSE)->name;
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texture_name = wined3d_texture_get_texture_name(texture, context, FALSE);
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level = view->desc.u.texture.level_idx;
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level = view->desc.u.texture.level_idx;
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}
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}
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else
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else
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@ -153,7 +153,7 @@ static void create_texture_view(struct wined3d_gl_view *view, GLenum view_target
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const struct wined3d_gl_info *gl_info;
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const struct wined3d_gl_info *gl_info;
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unsigned int layer_idx, layer_count;
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unsigned int layer_idx, layer_count;
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struct wined3d_context *context;
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struct wined3d_context *context;
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struct gl_texture *gl_texture;
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GLuint texture_name;
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view->target = view_target;
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view->target = view_target;
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@ -168,7 +168,7 @@ static void create_texture_view(struct wined3d_gl_view *view, GLenum view_target
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}
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}
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wined3d_texture_prepare_texture(texture, context, FALSE);
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wined3d_texture_prepare_texture(texture, context, FALSE);
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gl_texture = wined3d_texture_get_gl_texture(texture, FALSE);
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texture_name = wined3d_texture_get_texture_name(texture, context, FALSE);
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layer_idx = desc->u.texture.layer_idx;
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layer_idx = desc->u.texture.layer_idx;
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layer_count = desc->u.texture.layer_count;
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layer_count = desc->u.texture.layer_count;
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@ -180,7 +180,7 @@ static void create_texture_view(struct wined3d_gl_view *view, GLenum view_target
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}
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}
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gl_info->gl_ops.gl.p_glGenTextures(1, &view->name);
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gl_info->gl_ops.gl.p_glGenTextures(1, &view->name);
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GL_EXTCALL(glTextureView(view->name, view->target, gl_texture->name, view_format->glInternal,
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GL_EXTCALL(glTextureView(view->name, view->target, texture_name, view_format->glInternal,
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desc->u.texture.level_idx, desc->u.texture.level_count,
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desc->u.texture.level_idx, desc->u.texture.level_count,
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layer_idx, layer_count));
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layer_idx, layer_count));
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checkGLcall("Create texture view");
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checkGLcall("Create texture view");
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