wined3d: Make stateblock_unbind_resources() work with a wined3d_state structure instead.

This commit is contained in:
Henri Verbeet 2013-08-26 09:23:38 +02:00 committed by Alexandre Julliard
parent f02a5f45d4
commit 4e755d263f
3 changed files with 6 additions and 6 deletions

View file

@ -1285,7 +1285,7 @@ HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
if (device->logo_surface)
wined3d_surface_decref(device->logo_surface);
stateblock_unbind_resources(device->stateBlock);
state_unbind_resources(&device->stateBlock->state);
/* Unload resources */
LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
@ -4917,7 +4917,7 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
}
if (reset_state)
stateblock_unbind_resources(device->stateBlock);
state_unbind_resources(&device->stateBlock->state);
if (device->fb.render_targets)
{

View file

@ -467,9 +467,8 @@ ULONG CDECL wined3d_stateblock_incref(struct wined3d_stateblock *stateblock)
return refcount;
}
void stateblock_unbind_resources(struct wined3d_stateblock *stateblock)
void state_unbind_resources(struct wined3d_state *state)
{
struct wined3d_state *state = &stateblock->state;
struct wined3d_vertex_declaration *decl;
struct wined3d_sampler *sampler;
struct wined3d_texture *texture;
@ -599,7 +598,7 @@ ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock)
{
int counter;
stateblock_unbind_resources(stateblock);
state_unbind_resources(&stateblock->state);
for (counter = 0; counter < LIGHTMAP_SIZE; ++counter)
{

View file

@ -2446,7 +2446,8 @@ struct wined3d_stateblock
void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
void stateblock_init_default_state(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
void stateblock_unbind_resources(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
/* Direct3D terminology with little modifications. We do not have an issued state
* because only the driver knows about it, but we have a created state because d3d