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>
This commit is contained in:
Józef Kucia 2017-04-07 14:45:11 +02:00 committed by Alexandre Julliard
parent e258917a43
commit a727b74264
2 changed files with 4 additions and 4 deletions

View File

@ -3553,7 +3553,7 @@ static void context_bind_unordered_access_views(struct wined3d_context *context,
else if (view->resource->type != WINED3D_RTYPE_BUFFER) else if (view->resource->type != WINED3D_RTYPE_BUFFER)
{ {
struct wined3d_texture *texture = texture_from_resource(view->resource); struct wined3d_texture *texture = texture_from_resource(view->resource);
texture_name = wined3d_texture_get_gl_texture(texture, FALSE)->name; texture_name = wined3d_texture_get_texture_name(texture, context, FALSE);
level = view->desc.u.texture.level_idx; level = view->desc.u.texture.level_idx;
} }
else else

View File

@ -153,7 +153,7 @@ static void create_texture_view(struct wined3d_gl_view *view, GLenum view_target
const struct wined3d_gl_info *gl_info; const struct wined3d_gl_info *gl_info;
unsigned int layer_idx, layer_count; unsigned int layer_idx, layer_count;
struct wined3d_context *context; struct wined3d_context *context;
struct gl_texture *gl_texture; GLuint texture_name;
view->target = view_target; view->target = view_target;
@ -168,7 +168,7 @@ static void create_texture_view(struct wined3d_gl_view *view, GLenum view_target
} }
wined3d_texture_prepare_texture(texture, context, FALSE); wined3d_texture_prepare_texture(texture, context, FALSE);
gl_texture = wined3d_texture_get_gl_texture(texture, FALSE); texture_name = wined3d_texture_get_texture_name(texture, context, FALSE);
layer_idx = desc->u.texture.layer_idx; layer_idx = desc->u.texture.layer_idx;
layer_count = desc->u.texture.layer_count; layer_count = desc->u.texture.layer_count;
@ -180,7 +180,7 @@ static void create_texture_view(struct wined3d_gl_view *view, GLenum view_target
} }
gl_info->gl_ops.gl.p_glGenTextures(1, &view->name); gl_info->gl_ops.gl.p_glGenTextures(1, &view->name);
GL_EXTCALL(glTextureView(view->name, view->target, gl_texture->name, view_format->glInternal, GL_EXTCALL(glTextureView(view->name, view->target, texture_name, view_format->glInternal,
desc->u.texture.level_idx, desc->u.texture.level_count, desc->u.texture.level_idx, desc->u.texture.level_count,
layer_idx, layer_count)); layer_idx, layer_count));
checkGLcall("Create texture view"); checkGLcall("Create texture view");