wined3d: Pass a wined3d_context_gl structure to create_dummy_textures().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -672,11 +672,12 @@ out:
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}
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/* Context activation is done by the caller. */
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static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
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static void wined3d_device_gl_create_dummy_textures(struct wined3d_device_gl *device_gl,
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struct wined3d_context_gl *context_gl)
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{
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struct wined3d_dummy_textures *textures = &wined3d_device_gl(device)->dummy_textures;
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const struct wined3d_d3d_info *d3d_info = context->d3d_info;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct wined3d_dummy_textures *textures = &device_gl->dummy_textures;
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const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
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const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
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unsigned int i;
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DWORD color;
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@ -689,7 +690,7 @@ static void create_dummy_textures(struct wined3d_device *device, struct wined3d_
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* OpenGL will only allow that when a valid texture is bound.
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* We emulate this by creating dummy textures and binding them
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* to each texture stage when the currently set D3D texture is NULL. */
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context_active_texture(context, gl_info, 0);
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context_active_texture(&context_gl->c, gl_info, 0);
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gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_1d);
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TRACE("Dummy 1D texture given name %u.\n", textures->tex_1d);
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@ -802,7 +803,7 @@ static void create_dummy_textures(struct wined3d_device *device, struct wined3d_
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checkGLcall("create dummy textures");
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context_bind_dummy_textures(context);
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context_bind_dummy_textures(&context_gl->c);
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}
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/* Context activation is done by the caller. */
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@ -1081,6 +1082,7 @@ void wined3d_device_delete_opengl_contexts_cs(void *object)
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void wined3d_device_create_primary_opengl_context_cs(void *object)
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{
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struct wined3d_device *device = object;
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struct wined3d_context_gl *context_gl;
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struct wined3d_swapchain *swapchain;
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struct wined3d_context *context;
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struct wined3d_texture *target;
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@ -1108,7 +1110,8 @@ void wined3d_device_create_primary_opengl_context_cs(void *object)
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swapchain = device->swapchains[0];
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target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
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context = context_acquire(device, target, 0);
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create_dummy_textures(device, context);
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context_gl = wined3d_context_gl(context);
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wined3d_device_gl_create_dummy_textures(wined3d_device_gl(device), context_gl);
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create_default_samplers(device, context);
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context_release(context);
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}
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