wined3d: Pass a wined3d_context_gl structure to context_generate_fbo_key().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -498,12 +498,11 @@ static inline void wined3d_context_gl_set_fbo_key_for_render_target(const struct
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}
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}
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static void context_generate_fbo_key(const struct wined3d_context *context,
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static void wined3d_context_gl_generate_fbo_key(const struct wined3d_context_gl *context_gl,
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struct wined3d_fbo_entry_key *key, const struct wined3d_rendertarget_info *render_targets,
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const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location)
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{
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const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
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unsigned int buffers = context->gl_info->limits.buffers;
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unsigned int buffers = context_gl->c.gl_info->limits.buffers;
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unsigned int i;
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key->rb_namespace = 0;
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@ -519,11 +518,13 @@ static struct fbo_entry *context_create_fbo_entry(const struct wined3d_context *
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const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
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DWORD color_location, DWORD ds_location)
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{
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const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct fbo_entry *entry;
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entry = heap_alloc(sizeof(*entry));
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context_generate_fbo_key(context, &entry->key, render_targets, depth_stencil, color_location, ds_location);
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wined3d_context_gl_generate_fbo_key(context_gl, &entry->key,
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render_targets, depth_stencil, color_location, ds_location);
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entry->flags = 0;
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if (depth_stencil->resource)
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{
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@ -550,7 +551,8 @@ static void wined3d_context_gl_reuse_fbo_entry(struct wined3d_context_gl *contex
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wined3d_context_gl_bind_fbo(context_gl, target, entry->id);
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context_clean_fbo_attachments(gl_info, target);
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context_generate_fbo_key(&context_gl->c, &entry->key, render_targets, depth_stencil, color_location, ds_location);
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wined3d_context_gl_generate_fbo_key(context_gl, &entry->key,
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render_targets, depth_stencil, color_location, ds_location);
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entry->flags = 0;
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if (depth_stencil->resource)
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{
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@ -618,7 +620,8 @@ static struct fbo_entry *wined3d_context_gl_find_fbo_entry(struct wined3d_contex
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}
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}
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context_generate_fbo_key(&context_gl->c, &fbo_key, render_targets, depth_stencil, color_location, ds_location);
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wined3d_context_gl_generate_fbo_key(context_gl, &fbo_key,
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render_targets, depth_stencil, color_location, ds_location);
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if (TRACE_ON(d3d))
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{
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