diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index a05bb2f38c9..8409a5438dd 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -7872,7 +7872,7 @@ static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bl wined3d_texture_load(src_texture, context, FALSE); } - context_apply_ffp_blit_state(context, device); + wined3d_context_gl_apply_ffp_blit_state(wined3d_context_gl(context), device); if (dst_location == WINED3D_LOCATION_DRAWABLE) { diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index 506bb720831..cf164d5e35e 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -2908,12 +2908,14 @@ static void context_apply_blit_projection(const struct wined3d_context *context, /* Setup OpenGL states for fixed-function blitting. */ /* Context activation is done by the caller. */ -void context_apply_ffp_blit_state(struct wined3d_context *context, const struct wined3d_device *device) +void wined3d_context_gl_apply_ffp_blit_state(struct wined3d_context_gl *context_gl, + const struct wined3d_device *device) { - struct wined3d_context_gl *context_gl = wined3d_context_gl(context); - const struct wined3d_gl_info *gl_info = context->gl_info; + struct wined3d_context *context = &context_gl->c; + const struct wined3d_gl_info *gl_info; unsigned int i, sampler; + gl_info = context->gl_info; if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) ERR("Applying fixed-function state without legacy context support.\n"); diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index 06c0a23b992..7a20e2c6007 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -1028,7 +1028,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_texture_gl *dst_texture, context = context_acquire(device, &src_texture->t, src_sub_resource_idx); context_gl = wined3d_context_gl(context); gl_info = context->gl_info; - context_apply_ffp_blit_state(context, device); + wined3d_context_gl_apply_ffp_blit_state(context_gl, device); wined3d_texture_load(&dst_texture->t, context, FALSE); offscreen_buffer = context_get_offscreen_gl_buffer(context); @@ -2228,7 +2228,7 @@ static DWORD ffp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit wined3d_texture_load(src_texture, context, FALSE); } - context_apply_ffp_blit_state(context, device); + wined3d_context_gl_apply_ffp_blit_state(wined3d_context_gl(context), device); if (dst_location == WINED3D_LOCATION_DRAWABLE) { diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index bb57f62ead1..333178a80d0 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -2056,6 +2056,8 @@ static inline const struct wined3d_context_gl *wined3d_context_gl_const(const st void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl, const struct wined3d_device *device) DECLSPEC_HIDDEN; +void wined3d_context_gl_apply_ffp_blit_state(struct wined3d_context_gl *context_gl, + const struct wined3d_device *device) DECLSPEC_HIDDEN; void wined3d_context_gl_bind_texture(struct wined3d_context_gl *context_gl, GLenum target, GLuint name) DECLSPEC_HIDDEN; void wined3d_context_gl_cleanup(struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN; @@ -2214,8 +2216,6 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target, struct wined3d_resource *rt, unsigned int rt_sub_resource_idx, struct wined3d_resource *ds, unsigned int ds_sub_resource_idx, DWORD location) DECLSPEC_HIDDEN; -void context_apply_ffp_blit_state(struct wined3d_context *context, - const struct wined3d_device *device) DECLSPEC_HIDDEN; void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, unsigned int unit) DECLSPEC_HIDDEN; void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint name) DECLSPEC_HIDDEN;