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 ea9f1763908..bc4e214f95e 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -3842,10 +3842,10 @@ static void context_load_unordered_access_resources(struct wined3d_context *cont } }
-static void context_bind_unordered_access_views(struct wined3d_context *context, +static void wined3d_context_gl_bind_unordered_access_views(struct wined3d_context_gl *context_gl, const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views) { - const struct wined3d_gl_info *gl_info = context->gl_info; + const struct wined3d_gl_info *gl_info = context_gl->c.gl_info; struct wined3d_unordered_access_view_gl *view_gl; const struct wined3d_format_gl *format_gl; GLuint texture_name; @@ -3874,7 +3874,7 @@ static void context_bind_unordered_access_views(struct wined3d_context *context, else if (view_gl->v.resource->type != WINED3D_RTYPE_BUFFER) { struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture_from_resource(view_gl->v.resource)); - texture_name = wined3d_texture_gl_get_texture_name(texture_gl, context, FALSE); + texture_name = wined3d_texture_gl_get_texture_name(texture_gl, &context_gl->c, FALSE); level = view_gl->v.desc.u.texture.level_idx; } else @@ -4002,7 +4002,7 @@ static BOOL context_apply_draw_state(struct wined3d_context *context,
if (context->update_unordered_access_view_bindings) { - context_bind_unordered_access_views(context, + wined3d_context_gl_bind_unordered_access_views(context_gl, state->shader[WINED3D_SHADER_TYPE_PIXEL], state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]); context->update_unordered_access_view_bindings = 0; @@ -4059,7 +4059,7 @@ static void wined3d_context_gl_apply_compute_state(struct wined3d_context_gl *co
if (context_gl->c.update_compute_unordered_access_view_bindings) { - context_bind_unordered_access_views(&context_gl->c, + wined3d_context_gl_bind_unordered_access_views(context_gl, state->shader[WINED3D_SHADER_TYPE_COMPUTE], state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]); context_gl->c.update_compute_unordered_access_view_bindings = 0;