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wined3d: Pass a wined3d_context_gl structure to context_unit_free_for_vs().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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167a0f5738
commit
248b11ccd1
1 changed files with 6 additions and 5 deletions
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@ -3365,10 +3365,10 @@ static void wined3d_context_gl_map_psamplers(struct wined3d_context_gl *context_
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}
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}
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static BOOL context_unit_free_for_vs(const struct wined3d_context *context,
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const struct wined3d_shader_resource_info *ps_resource_info, DWORD unit)
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static BOOL wined3d_context_gl_unit_free_for_vs(const struct wined3d_context_gl *context_gl,
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const struct wined3d_shader_resource_info *ps_resource_info, unsigned int unit)
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{
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DWORD current_mapping = context->rev_tex_unit_map[unit];
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unsigned int current_mapping = context_gl->c.rev_tex_unit_map[unit];
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/* Not currently used */
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if (current_mapping == WINED3D_UNMAPPED_STAGE)
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@ -3381,7 +3381,8 @@ static BOOL context_unit_free_for_vs(const struct wined3d_context *context,
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if (!ps_resource_info)
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{
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/* No pixel shader, check fixed function */
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return current_mapping >= WINED3D_MAX_TEXTURES || !(context->fixed_function_usage_map & (1u << current_mapping));
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return current_mapping >= WINED3D_MAX_TEXTURES
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|| !(context_gl->c.fixed_function_usage_map & (1u << current_mapping));
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}
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/* Pixel shader, check the shader's sampler map */
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@ -3414,7 +3415,7 @@ static void wined3d_context_gl_map_vsamplers(struct wined3d_context_gl *context_
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{
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while (start >= 0)
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{
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if (context_unit_free_for_vs(&context_gl->c, ps_resource_info, start))
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if (wined3d_context_gl_unit_free_for_vs(context_gl, ps_resource_info, start))
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{
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if (context_gl->c.tex_unit_map[vsampler_idx] != start)
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{
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