Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- dlls/wined3d/context.c | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index a1976043e11..f62ba27c2c7 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -3435,15 +3435,15 @@ static void wined3d_context_gl_map_vsamplers(struct wined3d_context_gl *context_ } }
-static void context_update_tex_unit_map(struct wined3d_context *context, const struct wined3d_state *state) +static void wined3d_context_gl_update_tex_unit_map(struct wined3d_context_gl *context_gl, + const struct wined3d_state *state) { - struct wined3d_context_gl *context_gl = wined3d_context_gl(context); - const struct wined3d_gl_info *gl_info = context->gl_info; + const struct wined3d_gl_info *gl_info = context_gl->c.gl_info; BOOL vs = use_vs(state); BOOL ps = use_ps(state);
if (!ps) - context_update_fixed_function_usage_map(context, state); + context_update_fixed_function_usage_map(&context_gl->c, state);
/* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders * need a 1:1 map at the moment. @@ -3956,7 +3956,7 @@ static BOOL context_apply_draw_state(struct wined3d_context *context, /* Preload resources before FBO setup. Texture preload in particular may * result in changes to the current FBO, due to using e.g. FBO blits for * updating a resource location. */ - context_update_tex_unit_map(context, state); + wined3d_context_gl_update_tex_unit_map(context_gl, state); context_preload_textures(context, state); context_load_shader_resources(context, state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE)); context_load_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_PIXEL],