wined3d: Pass a wined3d_context_gl structure to context_apply_ffp_blit_state().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -7872,7 +7872,7 @@ static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bl
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wined3d_texture_load(src_texture, context, FALSE);
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}
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context_apply_ffp_blit_state(context, device);
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wined3d_context_gl_apply_ffp_blit_state(wined3d_context_gl(context), device);
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if (dst_location == WINED3D_LOCATION_DRAWABLE)
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{
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@ -2908,12 +2908,14 @@ static void context_apply_blit_projection(const struct wined3d_context *context,
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/* Setup OpenGL states for fixed-function blitting. */
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/* Context activation is done by the caller. */
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void context_apply_ffp_blit_state(struct wined3d_context *context, const struct wined3d_device *device)
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void wined3d_context_gl_apply_ffp_blit_state(struct wined3d_context_gl *context_gl,
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const struct wined3d_device *device)
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{
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struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct wined3d_context *context = &context_gl->c;
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const struct wined3d_gl_info *gl_info;
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unsigned int i, sampler;
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gl_info = context->gl_info;
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if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
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ERR("Applying fixed-function state without legacy context support.\n");
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@ -1028,7 +1028,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_texture_gl *dst_texture,
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context = context_acquire(device, &src_texture->t, src_sub_resource_idx);
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context_gl = wined3d_context_gl(context);
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gl_info = context->gl_info;
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context_apply_ffp_blit_state(context, device);
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wined3d_context_gl_apply_ffp_blit_state(context_gl, device);
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wined3d_texture_load(&dst_texture->t, context, FALSE);
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offscreen_buffer = context_get_offscreen_gl_buffer(context);
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@ -2228,7 +2228,7 @@ static DWORD ffp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit
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wined3d_texture_load(src_texture, context, FALSE);
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}
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context_apply_ffp_blit_state(context, device);
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wined3d_context_gl_apply_ffp_blit_state(wined3d_context_gl(context), device);
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if (dst_location == WINED3D_LOCATION_DRAWABLE)
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{
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@ -2056,6 +2056,8 @@ static inline const struct wined3d_context_gl *wined3d_context_gl_const(const st
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void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl,
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const struct wined3d_device *device) DECLSPEC_HIDDEN;
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void wined3d_context_gl_apply_ffp_blit_state(struct wined3d_context_gl *context_gl,
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const struct wined3d_device *device) DECLSPEC_HIDDEN;
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void wined3d_context_gl_bind_texture(struct wined3d_context_gl *context_gl,
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GLenum target, GLuint name) DECLSPEC_HIDDEN;
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void wined3d_context_gl_cleanup(struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN;
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@ -2214,8 +2216,6 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win
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void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
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struct wined3d_resource *rt, unsigned int rt_sub_resource_idx,
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struct wined3d_resource *ds, unsigned int ds_sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
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void context_apply_ffp_blit_state(struct wined3d_context *context,
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const struct wined3d_device *device) DECLSPEC_HIDDEN;
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void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
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unsigned int unit) DECLSPEC_HIDDEN;
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void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint name) DECLSPEC_HIDDEN;
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