wined3d: Pass a wined3d_context_gl structure to arbfp_blitter_upload_palette().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -7346,11 +7346,11 @@ static GLuint gen_p8_shader(const struct wined3d_gl_info *gl_info, const struct
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}
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/* Context activation is done by the caller. */
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static void upload_palette(struct wined3d_arbfp_blitter *blitter,
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const struct wined3d_texture *texture, struct wined3d_context *context)
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static void arbfp_blitter_upload_palette(struct wined3d_arbfp_blitter *blitter,
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const struct wined3d_texture_gl *texture_gl, struct wined3d_context_gl *context_gl)
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{
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const struct wined3d_palette *palette = texture->swapchain ? texture->swapchain->palette : NULL;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_palette *palette = texture_gl->t.swapchain ? texture_gl->t.swapchain->palette : NULL;
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const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
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if (!blitter->palette_texture)
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gl_info->gl_ops.gl.p_glGenTextures(1, &blitter->palette_texture);
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@ -7379,7 +7379,7 @@ static void upload_palette(struct wined3d_arbfp_blitter *blitter,
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}
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/* Switch back to unit 0 in which the 2D texture will be stored. */
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context_active_texture(context, gl_info, 0);
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context_active_texture(&context_gl->c, gl_info, 0);
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}
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/* Context activation is done by the caller. */
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@ -7552,8 +7552,9 @@ static HRESULT arbfp_blit_set(struct wined3d_arbfp_blitter *blitter, struct wine
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const struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx,
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const struct wined3d_color_key *color_key)
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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->c.gl_info;
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enum complex_fixup fixup;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct wine_rb_entry *entry;
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struct arbfp_blit_type type;
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struct arbfp_blit_desc *desc;
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@ -7655,7 +7656,7 @@ err_out:
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}
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if (fixup == COMPLEX_FIXUP_P8)
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upload_palette(blitter, &texture_gl->t, context);
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arbfp_blitter_upload_palette(blitter, texture_gl, context_gl);
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gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
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checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
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