wined3d: Store render target attachments as IWineD3DSurfaceImpl pointers in struct fbo_entry.
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@ -300,7 +300,7 @@ static void context_check_fbo_status(struct wined3d_context *context)
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/* Dump the FBO attachments */
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/* Dump the FBO attachments */
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for (i = 0; i < gl_info->limits.buffers; ++i)
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for (i = 0; i < gl_info->limits.buffers; ++i)
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{
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{
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attachment = (IWineD3DSurfaceImpl *)context->current_fbo->render_targets[i];
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attachment = context->current_fbo->render_targets[i];
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if (attachment)
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if (attachment)
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{
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{
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FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
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FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
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@ -638,7 +638,7 @@ void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource
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for (j = 0; j < gl_info->limits.buffers; ++j)
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for (j = 0; j < gl_info->limits.buffers; ++j)
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{
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{
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if (entry->render_targets[j] == (IWineD3DSurface *)resource)
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if (entry->render_targets[j] == (IWineD3DSurfaceImpl *)resource)
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{
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{
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list_remove(&entry->entry);
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list_remove(&entry->entry);
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list_add_head(&context->fbo_destroy_list, &entry->entry);
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list_add_head(&context->fbo_destroy_list, &entry->entry);
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@ -666,7 +666,7 @@ void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl
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for (i = 0; i < gl_info->limits.buffers; ++i)
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for (i = 0; i < gl_info->limits.buffers; ++i)
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{
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{
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if (surface == (IWineD3DSurfaceImpl *)entry->render_targets[i])
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if (surface == entry->render_targets[i])
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{
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{
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TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i);
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TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i);
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context->rebind_fbo = TRUE;
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context->rebind_fbo = TRUE;
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@ -2022,7 +2022,7 @@ typedef struct {
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struct fbo_entry
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struct fbo_entry
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{
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{
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struct list entry;
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struct list entry;
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IWineD3DSurface **render_targets;
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IWineD3DSurfaceImpl **render_targets;
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IWineD3DSurface *depth_stencil;
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IWineD3DSurface *depth_stencil;
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BOOL attached;
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BOOL attached;
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GLuint id;
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GLuint id;
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