wined3d: Explicitly pass GL info to buffer_create_buffer_object().
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e536f99871
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@ -117,10 +117,9 @@ static void delete_gl_buffer(struct wined3d_buffer *This, const struct wined3d_g
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}
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/* Context activation is done by the caller. */
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static void buffer_create_buffer_object(struct wined3d_buffer *This)
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static void buffer_create_buffer_object(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
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{
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GLenum error, gl_usage;
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const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
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TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n",
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This, debug_d3dusage(This->resource.usage));
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@ -613,7 +612,7 @@ static inline void fixup_transformed_pos(float *p)
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}
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/* Context activation is done by the caller. */
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const BYTE *buffer_get_memory(IWineD3DBuffer *iface, GLuint *buffer_object)
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const BYTE *buffer_get_memory(IWineD3DBuffer *iface, const struct wined3d_gl_info *gl_info, GLuint *buffer_object)
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{
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struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
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@ -622,7 +621,7 @@ const BYTE *buffer_get_memory(IWineD3DBuffer *iface, GLuint *buffer_object)
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{
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if (This->flags & WINED3D_BUFFER_CREATEBO)
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{
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buffer_create_buffer_object(This);
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buffer_create_buffer_object(This, gl_info);
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This->flags &= ~WINED3D_BUFFER_CREATEBO;
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if (This->buffer_object)
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{
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@ -946,7 +945,7 @@ static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
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/* TODO: Make converting independent from VBOs */
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if (This->flags & WINED3D_BUFFER_CREATEBO)
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{
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buffer_create_buffer_object(This);
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buffer_create_buffer_object(This, gl_info);
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This->flags &= ~WINED3D_BUFFER_CREATEBO;
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}
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else
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@ -213,7 +213,8 @@ void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
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else
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{
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TRACE("Stream %u isn't UP, %p\n", element->input_slot, This->stateBlock->streamSource[element->input_slot]);
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data = buffer_get_memory(This->stateBlock->streamSource[element->input_slot], &buffer_object);
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data = buffer_get_memory(This->stateBlock->streamSource[element->input_slot],
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&This->adapter->gl_info, &buffer_object);
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/* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
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* (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
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@ -2503,7 +2503,8 @@ struct wined3d_buffer
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UINT *conversion_shift; /* NULL if no shifted conversion */
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};
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const BYTE *buffer_get_memory(IWineD3DBuffer *iface, GLuint *buffer_object) DECLSPEC_HIDDEN;
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const BYTE *buffer_get_memory(IWineD3DBuffer *iface, const struct wined3d_gl_info *gl_info,
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GLuint *buffer_object) DECLSPEC_HIDDEN;
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BYTE *buffer_get_sysmem(struct wined3d_buffer *This) DECLSPEC_HIDDEN;
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HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
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UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
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