wined3d: Pass a wined3d_context_gl structure to atifs_free_ffpshader().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1333,10 +1333,10 @@ static void *atifs_alloc(const struct wined3d_shader_backend_ops *shader_backend
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static void atifs_free_ffpshader(struct wine_rb_entry *entry, void *param)
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{
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struct atifs_ffp_desc *entry_ati = WINE_RB_ENTRY_VALUE(entry, struct atifs_ffp_desc, parent.entry);
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struct wined3d_context *context = param;
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struct wined3d_context_gl *context_gl = param;
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const struct wined3d_gl_info *gl_info;
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gl_info = context->gl_info;
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gl_info = context_gl->c.gl_info;
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GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati->shader));
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checkGLcall("glDeleteFragmentShaderATI(entry->shader)");
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heap_free(entry_ati);
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@ -1345,9 +1345,10 @@ static void atifs_free_ffpshader(struct wine_rb_entry *entry, void *param)
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/* Context activation is done by the caller. */
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static void atifs_free(struct wined3d_device *device, struct wined3d_context *context)
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{
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struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
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struct atifs_private_data *priv = device->fragment_priv;
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wine_rb_destroy(&priv->fragment_shaders, atifs_free_ffpshader, context);
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wine_rb_destroy(&priv->fragment_shaders, atifs_free_ffpshader, context_gl);
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heap_free(priv);
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device->fragment_priv = NULL;
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