diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index 7cd16d5b7ea..aa4606e1574 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -704,10 +704,10 @@ static struct fbo_entry *wined3d_context_gl_find_fbo_entry(struct wined3d_contex } /* Context activation is done by the caller. */ -static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry) +static void wined3d_context_gl_apply_fbo_entry(struct wined3d_context_gl *context_gl, + GLenum target, struct fbo_entry *entry) { - 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; GLuint read_binding, draw_binding; unsigned int i; @@ -717,8 +717,8 @@ static void context_apply_fbo_entry(struct wined3d_context *context, GLenum targ return; } - read_binding = context->fbo_read_binding; - draw_binding = context->fbo_draw_binding; + read_binding = context_gl->c.fbo_read_binding; + draw_binding = context_gl->c.fbo_draw_binding; wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, entry->id); if (gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS]) @@ -734,11 +734,11 @@ static void context_apply_fbo_entry(struct wined3d_context *context, GLenum targ /* Apply render targets */ for (i = 0; i < gl_info->limits.buffers; ++i) { - context_attach_surface_fbo(context, target, i, &entry->key.objects[i + 1], + context_attach_surface_fbo(&context_gl->c, target, i, &entry->key.objects[i + 1], entry->key.rb_namespace & (1 << (i + 1))); } - context_attach_depth_stencil_fbo(context, target, &entry->key.objects[0], + context_attach_depth_stencil_fbo(&context_gl->c, target, &entry->key.objects[0], entry->key.rb_namespace & 0x1, entry->flags); /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility @@ -784,7 +784,7 @@ static void context_apply_fbo_state(struct wined3d_context *context, GLenum targ { context->current_fbo = wined3d_context_gl_find_fbo_entry(context_gl, target, render_targets, depth_stencil, color_location, ds_location); - context_apply_fbo_entry(context, target, context->current_fbo); + wined3d_context_gl_apply_fbo_entry(context_gl, target, context->current_fbo); } }