wined3d: Pass gl_info to volume_bind_and_dirtify().
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@ -27,9 +27,8 @@
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
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/* Context activation is done by the caller. */
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/* Context activation is done by the caller. */
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static void volume_bind_and_dirtify(struct IWineD3DVolumeImpl *volume)
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static void volume_bind_and_dirtify(struct IWineD3DVolumeImpl *volume, const struct wined3d_gl_info *gl_info)
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{
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{
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const struct wined3d_gl_info *gl_info = &volume->resource.device->adapter->gl_info;
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IWineD3DBaseTextureImpl *container = (IWineD3DBaseTextureImpl *)volume->container;
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IWineD3DBaseTextureImpl *container = (IWineD3DBaseTextureImpl *)volume->container;
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DWORD active_sampler;
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DWORD active_sampler;
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@ -102,7 +101,7 @@ void volume_load(IWineD3DVolumeImpl *volume, UINT level, BOOL srgb_mode)
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TRACE("volume %p, level %u, srgb %#x, format %s (%#x).\n",
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TRACE("volume %p, level %u, srgb %#x, format %s (%#x).\n",
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volume, level, srgb_mode, debug_d3dformat(format->id), format->id);
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volume, level, srgb_mode, debug_d3dformat(format->id), format->id);
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volume_bind_and_dirtify(volume);
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volume_bind_and_dirtify(volume, gl_info);
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ENTER_GL();
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ENTER_GL();
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GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, level, format->glInternal,
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GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, level, format->glInternal,
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