wined3d: Pass context to wined3d_texture_set_compatible_renderbuffer().
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -608,7 +608,7 @@ static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context,
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}
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else if (depth_stencil->resource->type == WINED3D_RTYPE_TEXTURE_2D)
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{
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wined3d_texture_set_compatible_renderbuffer(ds_texture, ds_level, &render_targets[0]);
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wined3d_texture_set_compatible_renderbuffer(ds_texture, context, ds_level, &render_targets[0]);
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}
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}
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@ -1453,15 +1453,14 @@ HRESULT CDECL wined3d_texture_set_color_key(struct wined3d_texture *texture,
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/* TODO: We should synchronize the renderbuffer's content with the texture's content. */
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/* Context activation is done by the caller. */
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void wined3d_texture_set_compatible_renderbuffer(struct wined3d_texture *texture,
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unsigned int level, const struct wined3d_rendertarget_info *rt)
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struct wined3d_context *context, unsigned int level, const struct wined3d_rendertarget_info *rt)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct wined3d_renderbuffer_entry *entry;
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const struct wined3d_gl_info *gl_info;
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unsigned int src_width, src_height;
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unsigned int width, height;
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GLuint renderbuffer = 0;
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gl_info = &texture->resource.device->adapter->gl_info;
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if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
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return;
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@ -1528,7 +1527,7 @@ void wined3d_texture_set_compatible_renderbuffer(struct wined3d_texture *texture
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texture->current_renderbuffer = entry;
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}
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checkGLcall("set_compatible_renderbuffer");
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checkGLcall("set compatible renderbuffer");
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}
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HRESULT CDECL wined3d_texture_update_desc(struct wined3d_texture *texture, UINT width, UINT height,
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@ -3366,7 +3366,7 @@ BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned
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struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
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void wined3d_texture_prepare_texture(struct wined3d_texture *texture,
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struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
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void wined3d_texture_set_compatible_renderbuffer(struct wined3d_texture *texture,
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void wined3d_texture_set_compatible_renderbuffer(struct wined3d_texture *texture, struct wined3d_context *context,
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unsigned int level, const struct wined3d_rendertarget_info *rt) DECLSPEC_HIDDEN;
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void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding) DECLSPEC_HIDDEN;
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void wined3d_texture_set_swapchain(struct wined3d_texture *texture,
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