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wined3d: Pass a wined3d_context_gl structure to wined3d_sampler_bind().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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4 changed files with 6 additions and 7 deletions
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@ -182,10 +182,9 @@ static void texture_gl_apply_base_level(struct wined3d_texture_gl *texture_gl,
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/* This function relies on the correct texture being bound and loaded. */
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void wined3d_sampler_bind(struct wined3d_sampler *sampler, unsigned int unit,
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struct wined3d_texture_gl *texture_gl, const struct wined3d_context *context)
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struct wined3d_texture_gl *texture_gl, const struct wined3d_context_gl *context_gl)
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{
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const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
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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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if (gl_info->supported[ARB_SAMPLER_OBJECTS])
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{
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@ -3638,7 +3638,7 @@ static void sampler(struct wined3d_context *context, const struct wined3d_state
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}
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}
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wined3d_sampler_bind(sampler, mapped_stage, texture_gl, context);
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wined3d_sampler_bind(sampler, mapped_stage, texture_gl, context_gl);
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/* Trigger shader constant reloading (for NP2 texcoord fixup) */
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if (!(texture_gl->t.flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
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@ -839,7 +839,7 @@ void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl
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if (view_gl->gl_view.name)
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{
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wined3d_context_gl_bind_texture(context_gl, view_gl->gl_view.target, view_gl->gl_view.name);
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wined3d_sampler_bind(sampler, unit, NULL, context);
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wined3d_sampler_bind(sampler, unit, NULL, context_gl);
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return;
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}
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@ -851,7 +851,7 @@ void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl
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texture_gl = wined3d_texture_gl(wined3d_texture_from_resource(view_gl->v.resource));
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wined3d_texture_gl_bind(texture_gl, context_gl, FALSE);
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wined3d_sampler_bind(sampler, unit, texture_gl, context);
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wined3d_sampler_bind(sampler, unit, texture_gl, context_gl);
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}
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/* Context activation is done by the caller. */
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@ -3685,7 +3685,7 @@ struct wined3d_sampler
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};
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void wined3d_sampler_bind(struct wined3d_sampler *sampler, unsigned int unit,
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struct wined3d_texture_gl *texture_gl, const struct wined3d_context *context) DECLSPEC_HIDDEN;
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struct wined3d_texture_gl *texture_gl, const struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN;
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struct wined3d_vertex_declaration_element
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{
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