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