wined3d: Pass a wined3d_context_gl structure to wined3d_query_destroy_buffer_object().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -54,9 +54,9 @@ static void wined3d_query_create_buffer_object(struct wined3d_context_gl *contex
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query->buffer_object = buffer_object;
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}
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static void wined3d_query_destroy_buffer_object(struct wined3d_context *context, struct wined3d_query *query)
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static void wined3d_query_destroy_buffer_object(struct wined3d_context_gl *context_gl, struct wined3d_query *query)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
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GL_EXTCALL(glDeleteBuffers(1, &query->buffer_object));
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checkGLcall("query buffer object destruction");
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@ -93,7 +93,7 @@ static BOOL wined3d_query_buffer_queue_result(struct wined3d_context *context, s
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if (wined3d_query_buffer_is_valid(query))
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wined3d_query_buffer_invalidate(query);
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else
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wined3d_query_destroy_buffer_object(context, query);
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wined3d_query_destroy_buffer_object(context_gl, query);
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}
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if (!query->buffer_object)
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@ -434,8 +434,9 @@ static void wined3d_query_destroy_object(void *object)
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if (query->buffer_object)
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{
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struct wined3d_context *context;
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context = context_acquire(query->device, NULL, 0);
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wined3d_query_destroy_buffer_object(context, query);
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wined3d_query_destroy_buffer_object(wined3d_context_gl(context), query);
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context_release(context);
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}
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