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 6a787a290e5..66c7d79c19c 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -2444,9 +2444,9 @@ static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask) }
/* Context activation is done by the caller. */ -static void context_apply_draw_buffers(struct wined3d_context *context, DWORD rt_mask) +static void wined3d_context_gl_apply_draw_buffers(struct wined3d_context_gl *context_gl, uint32_t rt_mask) { - const struct wined3d_gl_info *gl_info = context->gl_info; + const struct wined3d_gl_info *gl_info = context_gl->c.gl_info; GLenum draw_buffers[MAX_RENDER_TARGET_VIEWS];
if (!rt_mask) @@ -2775,7 +2775,7 @@ void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl,
if (rt_mask != *cur_mask) { - context_apply_draw_buffers(context, rt_mask); + wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask); *cur_mask = rt_mask; }
@@ -3079,7 +3079,7 @@ BOOL wined3d_context_gl_apply_clear_state(struct wined3d_context_gl *context_gl,
if (rt_mask != *cur_mask) { - context_apply_draw_buffers(&context_gl->c, rt_mask); + wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask); *cur_mask = rt_mask; context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER); } @@ -3195,7 +3195,7 @@ void context_state_fb(struct wined3d_context *context, const struct wined3d_stat cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask; if (rt_mask != *cur_mask) { - context_apply_draw_buffers(context, rt_mask); + wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask); *cur_mask = rt_mask; } context->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR; @@ -3451,7 +3451,7 @@ void context_state_drawbuf(struct wined3d_context *context, const struct wined3d rt_mask = find_draw_buffers_mask(context_gl, state); if (rt_mask != *cur_mask) { - context_apply_draw_buffers(context, rt_mask); + wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask); *cur_mask = rt_mask; } }