wined3d: Get rid of the redundant "device" parameter to context_destroy().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2019-05-02 17:10:50 +04:30 committed by Alexandre Julliard
parent e37a5e8029
commit bad9cd29a8
4 changed files with 9 additions and 7 deletions

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@ -1581,7 +1581,7 @@ void context_release(struct wined3d_context *context)
if (context->destroy_delayed) if (context->destroy_delayed)
{ {
TRACE("Destroying context %p.\n", context); TRACE("Destroying context %p.\n", context);
context_destroy(context->device, context); wined3d_context_destroy(context);
} }
} }
} }
@ -2280,8 +2280,9 @@ BOOL wined3d_adapter_gl_create_context(struct wined3d_context *context,
return TRUE; return TRUE;
} }
void context_destroy(struct wined3d_device *device, struct wined3d_context *context) void wined3d_context_destroy(struct wined3d_context *context)
{ {
struct wined3d_device *device = context->device;
BOOL destroy; BOOL destroy;
TRACE("Destroying ctx %p\n", context); TRACE("Destroying ctx %p\n", context);
@ -2289,7 +2290,8 @@ void context_destroy(struct wined3d_device *device, struct wined3d_context *cont
wined3d_from_cs(device->cs); wined3d_from_cs(device->cs);
/* We delay destroying a context when it is active. The context_release() /* We delay destroying a context when it is active. The context_release()
* function invokes context_destroy() again while leaving the last level. */ * function invokes wined3d_context_destroy() again while leaving the last
* level. */
if (context->level) if (context->level)
{ {
TRACE("Delaying destruction of context %p.\n", context); TRACE("Delaying destruction of context %p.\n", context);

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@ -1019,7 +1019,7 @@ static void wined3d_device_delete_opengl_contexts_cs(void *object)
if (device->contexts[0]->swapchain) if (device->contexts[0]->swapchain)
swapchain_destroy_contexts(device->contexts[0]->swapchain); swapchain_destroy_contexts(device->contexts[0]->swapchain);
else else
context_destroy(device, device->contexts[0]); wined3d_context_destroy(device->contexts[0]);
} }
} }

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@ -1095,7 +1095,7 @@ static struct wined3d_context *swapchain_create_context(struct wined3d_swapchain
if (!(ctx_array = heap_calloc(swapchain->num_contexts + 1, sizeof(*ctx_array)))) if (!(ctx_array = heap_calloc(swapchain->num_contexts + 1, sizeof(*ctx_array))))
{ {
ERR("Out of memory when trying to allocate a new context array\n"); ERR("Out of memory when trying to allocate a new context array\n");
context_destroy(swapchain->device, ctx); wined3d_context_destroy(ctx);
return NULL; return NULL;
} }
memcpy(ctx_array, swapchain->context, sizeof(*ctx_array) * swapchain->num_contexts); memcpy(ctx_array, swapchain->context, sizeof(*ctx_array) * swapchain->num_contexts);
@ -1114,7 +1114,7 @@ void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain)
for (i = 0; i < swapchain->num_contexts; ++i) for (i = 0; i < swapchain->num_contexts; ++i)
{ {
context_destroy(swapchain->device, swapchain->context[i]); wined3d_context_destroy(swapchain->context[i]);
} }
heap_free(swapchain->context); heap_free(swapchain->context);
swapchain->num_contexts = 0; swapchain->num_contexts = 0;

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@ -2189,7 +2189,7 @@ void context_copy_bo_address(struct wined3d_context *context,
struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_texture *target, struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_texture *target,
const struct wined3d_format *ds_format) DECLSPEC_HIDDEN; const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN; HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN;
void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN; void wined3d_context_destroy(struct wined3d_context *context) DECLSPEC_HIDDEN;
void context_draw_shaded_quad(struct wined3d_context *context, struct wined3d_texture_gl *texture_gl, void context_draw_shaded_quad(struct wined3d_context *context, struct wined3d_texture_gl *texture_gl,
unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect, unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect,
enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN; enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;