wined3d: Explicitly pass a wined3d_state structure to context_apply_draw_state().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -3318,9 +3318,9 @@ static void context_bind_shader_resources(struct wined3d_context *context, const
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}
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/* Context activation is done by the caller. */
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BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device)
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BOOL context_apply_draw_state(struct wined3d_context *context,
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const struct wined3d_device *device, const struct wined3d_state *state)
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{
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const struct wined3d_state *state = &device->state;
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const struct StateEntry *state_table = context->state_table;
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const struct wined3d_fb_state *fb = state->fb;
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unsigned int i;
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@ -488,7 +488,7 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
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wined3d_surface_prepare(ds, context, location);
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}
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if (!context_apply_draw_state(context, device))
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if (!context_apply_draw_state(context, device, state))
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{
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context_release(context);
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WARN("Unable to apply draw state, skipping draw.\n");
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@ -1582,7 +1582,8 @@ void context_alloc_occlusion_query(struct wined3d_context *context,
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void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
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BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
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UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
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BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
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BOOL context_apply_draw_state(struct wined3d_context *context,
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const struct wined3d_device *device, const struct wined3d_state *state) DECLSPEC_HIDDEN;
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void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
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struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
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void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
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