wined3d: Set the query.c GLINFO_LOCATION to *gl_info.
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@ -31,7 +31,7 @@
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*/
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define GLINFO_LOCATION This->device->adapter->gl_info
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#define GLINFO_LOCATION (*gl_info)
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/* *******************************************
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IWineD3DQuery IUnknown parts follow
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@ -179,6 +179,7 @@ static HRESULT WINAPI IWineD3DOcclusionQueryImpl_GetData(IWineD3DQuery* iface,
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static HRESULT WINAPI IWineD3DEventQueryImpl_GetData(IWineD3DQuery* iface, void* pData, DWORD dwSize, DWORD dwGetDataFlags) {
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IWineD3DQueryImpl *This = (IWineD3DQueryImpl *) iface;
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struct wined3d_event_query *query = This->extendedData;
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const struct wined3d_gl_info *gl_info;
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struct wined3d_context *context;
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BOOL *data = pData;
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@ -204,15 +205,16 @@ static HRESULT WINAPI IWineD3DEventQueryImpl_GetData(IWineD3DQuery* iface, void
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}
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context = context_acquire(This->device, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
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gl_info = context->gl_info;
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ENTER_GL();
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if (context->gl_info->supported[APPLE_FENCE])
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if (gl_info->supported[APPLE_FENCE])
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{
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*data = GL_EXTCALL(glTestFenceAPPLE(query->id));
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checkGLcall("glTestFenceAPPLE");
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}
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else if (context->gl_info->supported[NV_FENCE])
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else if (gl_info->supported[NV_FENCE])
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{
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*data = GL_EXTCALL(glTestFenceNV(query->id));
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checkGLcall("glTestFenceNV");
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@ -255,6 +257,7 @@ static HRESULT WINAPI IWineD3DEventQueryImpl_Issue(IWineD3DQuery* iface, DWORD
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if (dwIssueFlags & WINED3DISSUE_END)
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{
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struct wined3d_event_query *query = This->extendedData;
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const struct wined3d_gl_info *gl_info;
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struct wined3d_context *context;
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if (query->context)
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@ -276,14 +279,16 @@ static HRESULT WINAPI IWineD3DEventQueryImpl_Issue(IWineD3DQuery* iface, DWORD
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context_alloc_event_query(context, query);
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}
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gl_info = context->gl_info;
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ENTER_GL();
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if (context->gl_info->supported[APPLE_FENCE])
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if (gl_info->supported[APPLE_FENCE])
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{
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GL_EXTCALL(glSetFenceAPPLE(query->id));
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checkGLcall("glSetFenceAPPLE");
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}
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else if (context->gl_info->supported[NV_FENCE])
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else if (gl_info->supported[NV_FENCE])
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{
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GL_EXTCALL(glSetFenceNV(query->id, GL_ALL_COMPLETED_NV));
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checkGLcall("glSetFenceNV");
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