wined3d: Pass an IWineD3DSwapChainImpl pointer to findThreadContextForSwapChain().
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@ -1866,19 +1866,18 @@ static void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *conte
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* If none can be found the swapchain is requested to create a new context
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*
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*****************************************************************************/
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static struct wined3d_context *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid)
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static struct wined3d_context *findThreadContextForSwapChain(struct IWineD3DSwapChainImpl *swapchain, DWORD tid)
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{
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unsigned int i;
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for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
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if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
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return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
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}
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for (i = 0; i < swapchain->num_contexts; ++i)
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{
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if (swapchain->context[i]->tid == tid)
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return swapchain->context[i];
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}
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/* Create a new context for the thread */
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return swapchain_create_context_for_thread((IWineD3DSwapChainImpl *)swapchain);
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return swapchain_create_context_for_thread(swapchain);
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}
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/* Do not call while under the GL lock. */
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@ -1914,12 +1913,9 @@ static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSur
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if (target->container.type == WINED3D_CONTAINER_SWAPCHAIN)
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{
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IWineD3DSwapChain *swapchain;
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TRACE("Rendering onscreen\n");
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swapchain = (IWineD3DSwapChain *)target->container.u.swapchain;
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context = findThreadContextForSwapChain(swapchain, tid);
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context = findThreadContextForSwapChain(target->container.u.swapchain, tid);
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}
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else
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{
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@ -1938,7 +1934,7 @@ static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSur
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*
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* Can also happen on thread switches - in that case findThreadContextForSwapChain
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* is perfect to call. */
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context = findThreadContextForSwapChain(This->swapchains[0], tid);
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context = findThreadContextForSwapChain((IWineD3DSwapChainImpl *)This->swapchains[0], tid);
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}
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}
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