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wined3d: Move struct wined3d_bo_gl to wined3d_gl.h.
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@ -410,4 +410,30 @@ static inline bool wined3d_fence_supported(const struct wined3d_gl_info *gl_info
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#define checkGLcall(A) do {} while(0)
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#endif
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struct wined3d_bo_gl
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{
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struct wined3d_bo b;
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GLuint id;
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struct wined3d_allocator_block *memory;
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GLsizeiptr size;
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GLenum binding;
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GLenum usage;
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GLbitfield flags;
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uint64_t command_fence_id;
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};
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static inline struct wined3d_bo_gl *wined3d_bo_gl(struct wined3d_bo *bo)
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{
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return CONTAINING_RECORD(bo, struct wined3d_bo_gl, b);
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}
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static inline GLuint wined3d_bo_gl_id(struct wined3d_bo *bo)
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{
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return bo ? wined3d_bo_gl(bo)->id : 0;
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}
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#endif /* __WINE_WINED3D_GL */
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@ -144,8 +144,6 @@ enum wined3d_ffp_emit_idx
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WINED3D_FFP_EMIT_COUNT,
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};
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#include "wined3d_gl.h"
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/* Texture format fixups */
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enum fixup_channel_source
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@ -1613,31 +1611,7 @@ struct wined3d_bo
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bool coherent;
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};
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struct wined3d_bo_gl
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{
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struct wined3d_bo b;
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GLuint id;
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struct wined3d_allocator_block *memory;
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GLsizeiptr size;
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GLenum binding;
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GLenum usage;
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GLbitfield flags;
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uint64_t command_fence_id;
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};
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static inline struct wined3d_bo_gl *wined3d_bo_gl(struct wined3d_bo *bo)
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{
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return CONTAINING_RECORD(bo, struct wined3d_bo_gl, b);
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}
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static inline GLuint wined3d_bo_gl_id(struct wined3d_bo *bo)
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{
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return bo ? wined3d_bo_gl(bo)->id : 0;
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}
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#include "wined3d_gl.h"
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struct wined3d_bo_user
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{
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