wined3d: Pass a wined3d_context_gl structure to wined3d_shader_resource_view_gl_bind().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -3809,7 +3809,7 @@ static void wined3d_context_gl_bind_shader_resources(struct wined3d_context_gl *
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sampler = device->default_sampler;
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else if (!(sampler = state->sampler[shader_type][entry->sampler_idx]))
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sampler = device->null_sampler;
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wined3d_shader_resource_view_gl_bind(wined3d_shader_resource_view_gl(view), bind_idx, sampler, &context_gl->c);
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wined3d_shader_resource_view_gl_bind(wined3d_shader_resource_view_gl(view), bind_idx, sampler, context_gl);
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}
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}
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@ -828,10 +828,9 @@ HRESULT CDECL wined3d_shader_resource_view_create(const struct wined3d_view_desc
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}
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void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl *view_gl,
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unsigned int unit, struct wined3d_sampler *sampler, struct wined3d_context *context)
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unsigned int unit, struct wined3d_sampler *sampler, struct wined3d_context_gl *context_gl)
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{
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struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
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struct wined3d_texture_gl *texture_gl;
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wined3d_context_gl_active_texture(context_gl, gl_info, unit);
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@ -4137,7 +4137,7 @@ static inline struct wined3d_shader_resource_view_gl *wined3d_shader_resource_vi
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}
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void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl *view_gl, unsigned int unit,
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struct wined3d_sampler *sampler, struct wined3d_context *context) DECLSPEC_HIDDEN;
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struct wined3d_sampler *sampler, struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN;
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struct wined3d_unordered_access_view
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{
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