wined3d: Pass a wined3d_context_gl structure to destroy_dummy_textures().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -812,10 +812,11 @@ static void wined3d_device_gl_create_dummy_textures(struct wined3d_device_gl *de
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}
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/* Context activation is done by the caller. */
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static void destroy_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
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static void wined3d_device_gl_destroy_dummy_textures(struct wined3d_device_gl *device_gl,
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struct wined3d_context_gl *context_gl)
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{
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struct wined3d_dummy_textures *dummy_textures = &wined3d_device_gl(device)->dummy_textures;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct wined3d_dummy_textures *dummy_textures = &device_gl->dummy_textures;
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const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
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if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
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{
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@ -1054,9 +1055,13 @@ void wined3d_device_delete_opengl_contexts_cs(void *object)
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{
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struct wined3d_resource *resource, *cursor;
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struct wined3d_device *device = object;
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struct wined3d_context_gl *context_gl;
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struct wined3d_device_gl *device_gl;
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struct wined3d_context *context;
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struct wined3d_shader *shader;
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device_gl = wined3d_device_gl(device);
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LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
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{
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TRACE("Unloading resource %p.\n", resource);
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@ -1069,9 +1074,10 @@ void wined3d_device_delete_opengl_contexts_cs(void *object)
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}
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context = context_acquire(device, NULL, 0);
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context_gl = wined3d_context_gl(context);
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device->blitter->ops->blitter_destroy(device->blitter, context);
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device->shader_backend->shader_free_private(device, context);
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destroy_dummy_textures(device, context);
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wined3d_device_gl_destroy_dummy_textures(device_gl, context_gl);
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destroy_default_samplers(device, context);
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context_release(context);
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