wined3d: Pass a wined3d_context_gl structure to context_load_vertex_data().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2019-06-19 04:20:07 +04:30 committed by Alexandre Julliard
parent 26203c8a58
commit f585a301c7
1 changed files with 6 additions and 7 deletions

View File

@ -5092,7 +5092,7 @@ void wined3d_context_gl_load_tex_coords(const struct wined3d_context_gl *context
checkGLcall("loadTexCoords");
}
/* This should match any arrays loaded in context_load_vertex_data(). */
/* This should match any arrays loaded in wined3d_context_gl_load_vertex_data(). */
static void wined3d_context_gl_unload_vertex_data(struct wined3d_context_gl *context_gl)
{
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
@ -5108,20 +5108,19 @@ static void wined3d_context_gl_unload_vertex_data(struct wined3d_context_gl *con
context_gl->c.namedArraysLoaded = FALSE;
}
static void context_load_vertex_data(struct wined3d_context *context,
static void wined3d_context_gl_load_vertex_data(struct wined3d_context_gl *context_gl,
const struct wined3d_stream_info *si, const struct wined3d_state *state)
{
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
const struct wined3d_stream_info_element *e;
const struct wined3d_format_gl *format_gl;
GLuint current_bo;
TRACE("context %p, si %p, state %p.\n", context, si, state);
TRACE("context_gl %p, si %p, state %p.\n", context_gl, si, state);
/* This is used for the fixed-function pipeline only, and the
* fixed-function pipeline doesn't do instancing. */
context->instance_count = 0;
context_gl->c.instance_count = 0;
current_bo = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0u : 0;
/* Blend data */
@ -5556,7 +5555,7 @@ void wined3d_context_gl_update_stream_sources(struct wined3d_context_gl *context
TRACE("Loading named arrays.\n");
context_unload_numbered_arrays(&context_gl->c);
context_load_vertex_data(&context_gl->c, &context_gl->c.stream_info, state);
wined3d_context_gl_load_vertex_data(context_gl, &context_gl->c.stream_info, state);
context_gl->c.namedArraysLoaded = TRUE;
}