Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- dlls/wined3d/context.c | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index 62792688258..b72f61bb02b 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -3774,12 +3774,11 @@ static void context_load_shader_resources(struct wined3d_context *context, const } }
-static void context_bind_shader_resources(struct wined3d_context *context, +static void wined3d_context_gl_bind_shader_resources(struct wined3d_context_gl *context_gl, const struct wined3d_state *state, enum wined3d_shader_type shader_type) { - struct wined3d_context_gl *context_gl = wined3d_context_gl(context); unsigned int bind_idx, shader_sampler_count, base, count, i; - const struct wined3d_device *device = context->device; + const struct wined3d_device *device = context_gl->c.device; struct wined3d_shader_sampler_map_entry *entry; struct wined3d_shader_resource_view *view; const struct wined3d_shader *shader; @@ -3815,7 +3814,7 @@ static void context_bind_shader_resources(struct wined3d_context *context, sampler = device->default_sampler; else if (!(sampler = state->sampler[shader_type][entry->sampler_idx])) sampler = device->null_sampler; - wined3d_shader_resource_view_gl_bind(wined3d_shader_resource_view_gl(view), bind_idx, sampler, context); + wined3d_shader_resource_view_gl_bind(wined3d_shader_resource_view_gl(view), bind_idx, sampler, &context_gl->c); } }
@@ -3927,6 +3926,7 @@ static BOOL context_apply_draw_state(struct wined3d_context *context, const struct wined3d_device *device, const struct wined3d_state *state) { const struct wined3d_state_entry *state_table = context->state_table; + struct wined3d_context_gl *context_gl = wined3d_context_gl(context); const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_fb_state *fb = state->fb; unsigned int i; @@ -4005,7 +4005,7 @@ static BOOL context_apply_draw_state(struct wined3d_context *context, if (context->update_shader_resource_bindings) { for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i) - context_bind_shader_resources(context, state, i); + wined3d_context_gl_bind_shader_resources(context_gl, state, i); context->update_shader_resource_bindings = 0; if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers) context->update_compute_shader_resource_bindings = 1; @@ -4063,7 +4063,7 @@ static void context_apply_compute_state(struct wined3d_context *context,
if (context->update_compute_shader_resource_bindings) { - context_bind_shader_resources(context, state, WINED3D_SHADER_TYPE_COMPUTE); + wined3d_context_gl_bind_shader_resources(wined3d_context_gl(context), state, WINED3D_SHADER_TYPE_COMPUTE); context->update_compute_shader_resource_bindings = 0; if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers) context->update_shader_resource_bindings = 1;