wined3d: Pass a wined3d_context_gl structure to context_apply_draw_buffers().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2444,9 +2444,9 @@ static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask)
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/* Context activation is done by the caller. */
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/* Context activation is done by the caller. */
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static void context_apply_draw_buffers(struct wined3d_context *context, DWORD rt_mask)
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static void wined3d_context_gl_apply_draw_buffers(struct wined3d_context_gl *context_gl, uint32_t rt_mask)
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{
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
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GLenum draw_buffers[MAX_RENDER_TARGET_VIEWS];
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GLenum draw_buffers[MAX_RENDER_TARGET_VIEWS];
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if (!rt_mask)
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if (!rt_mask)
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@ -2775,7 +2775,7 @@ void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl,
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if (rt_mask != *cur_mask)
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if (rt_mask != *cur_mask)
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{
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{
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context_apply_draw_buffers(context, rt_mask);
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wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
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*cur_mask = rt_mask;
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*cur_mask = rt_mask;
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}
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}
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@ -3079,7 +3079,7 @@ BOOL wined3d_context_gl_apply_clear_state(struct wined3d_context_gl *context_gl,
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if (rt_mask != *cur_mask)
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if (rt_mask != *cur_mask)
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{
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{
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context_apply_draw_buffers(&context_gl->c, rt_mask);
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wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
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*cur_mask = rt_mask;
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*cur_mask = rt_mask;
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context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
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context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
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}
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}
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@ -3195,7 +3195,7 @@ void context_state_fb(struct wined3d_context *context, const struct wined3d_stat
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cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
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cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
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if (rt_mask != *cur_mask)
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if (rt_mask != *cur_mask)
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{
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{
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context_apply_draw_buffers(context, rt_mask);
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wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
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*cur_mask = rt_mask;
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*cur_mask = rt_mask;
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}
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}
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context->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR;
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context->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR;
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@ -3451,7 +3451,7 @@ void context_state_drawbuf(struct wined3d_context *context, const struct wined3d
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rt_mask = find_draw_buffers_mask(context_gl, state);
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rt_mask = find_draw_buffers_mask(context_gl, state);
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if (rt_mask != *cur_mask)
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if (rt_mask != *cur_mask)
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{
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{
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context_apply_draw_buffers(context, rt_mask);
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wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
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*cur_mask = rt_mask;
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*cur_mask = rt_mask;
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}
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}
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}
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}
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