Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- dlls/wined3d/view.c | 20 ++++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-)
diff --git a/dlls/wined3d/view.c b/dlls/wined3d/view.c index f3de77022b6..a8f319f06a1 100644 --- a/dlls/wined3d/view.c +++ b/dlls/wined3d/view.c @@ -856,20 +856,18 @@ void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl
/* Context activation is done by the caller. */ static void shader_resource_view_gl_bind_and_dirtify(struct wined3d_shader_resource_view_gl *view_gl, - struct wined3d_context *context) + struct wined3d_context_gl *context_gl) { - struct wined3d_context_gl *context_gl = wined3d_context_gl(context); - - if (context->active_texture < ARRAY_SIZE(context_gl->rev_tex_unit_map)) + if (context_gl->c.active_texture < ARRAY_SIZE(context_gl->rev_tex_unit_map)) { - unsigned int active_sampler = context_gl->rev_tex_unit_map[context->active_texture]; + unsigned int active_sampler = context_gl->rev_tex_unit_map[context_gl->c.active_texture]; if (active_sampler != WINED3D_UNMAPPED_STAGE) - context_invalidate_state(context, STATE_SAMPLER(active_sampler)); + context_invalidate_state(&context_gl->c, STATE_SAMPLER(active_sampler)); } /* FIXME: Ideally we'd only do this when touching a binding that's used by * a shader. */ - context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING); - context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING); + context_invalidate_compute_state(&context_gl->c, STATE_COMPUTE_SHADER_RESOURCE_BINDING); + context_invalidate_state(&context_gl->c, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
wined3d_context_gl_bind_texture(context_gl, view_gl->gl_view.target, view_gl->gl_view.name); } @@ -880,6 +878,7 @@ void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view * unsigned int i, j, layer_count, level_count, base_level, max_level; const struct wined3d_gl_info *gl_info; struct wined3d_texture_gl *texture_gl; + struct wined3d_context_gl *context_gl; struct wined3d_context *context; struct gl_texture *gl_tex; DWORD location; @@ -888,6 +887,7 @@ void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view * TRACE("view %p.\n", view);
context = context_acquire(view_gl->v.resource->device, NULL, 0); + context_gl = wined3d_context_gl(context); gl_info = context->gl_info; layer_count = view_gl->v.desc.u.texture.layer_count; level_count = view_gl->v.desc.u.texture.level_count; @@ -902,11 +902,11 @@ void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view *
if (view_gl->gl_view.name) { - shader_resource_view_gl_bind_and_dirtify(view_gl, context); + shader_resource_view_gl_bind_and_dirtify(view_gl, context_gl); } else { - wined3d_texture_gl_bind_and_dirtify(texture_gl, wined3d_context_gl(context), srgb); + wined3d_texture_gl_bind_and_dirtify(texture_gl, context_gl, srgb); gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->target, GL_TEXTURE_BASE_LEVEL, base_level); gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->target, GL_TEXTURE_MAX_LEVEL, max_level); }