Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- dlls/wined3d/state.c | 2 +- dlls/wined3d/texture.c | 15 +++++++-------- dlls/wined3d/view.c | 2 +- dlls/wined3d/wined3d_private.h | 2 +- 4 files changed, 10 insertions(+), 11 deletions(-)
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index 1e13557a98f..d87f6088ea6 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -3617,7 +3617,7 @@ static void sampler(struct wined3d_context *context, const struct wined3d_state
wined3d_sampler_desc_from_sampler_states(&desc, context, sampler_states, texture_gl);
- wined3d_texture_gl_bind(texture_gl, context, srgb); + wined3d_texture_gl_bind(texture_gl, context_gl, srgb);
if ((entry = wine_rb_get(&device->samplers, &desc))) { diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c index da646ceee4a..d3c58cb875e 100644 --- a/dlls/wined3d/texture.c +++ b/dlls/wined3d/texture.c @@ -934,18 +934,17 @@ void wined3d_gl_texture_swizzle_from_color_fixup(GLint swizzle[4], struct color_
/* Context activation is done by the caller. */ void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl, - struct wined3d_context *context, BOOL srgb) + struct wined3d_context_gl *context_gl, BOOL srgb) { - struct wined3d_context_gl *context_gl = wined3d_context_gl(context); const struct wined3d_format *format = texture_gl->t.resource.format; + const struct wined3d_gl_info *gl_info = context_gl->c.gl_info; const struct color_fixup_desc fixup = format->color_fixup; - const struct wined3d_gl_info *gl_info = context->gl_info; struct gl_texture *gl_tex; GLenum target;
- TRACE("texture_gl %p, context %p, srgb %#x.\n", texture_gl, context, srgb); + TRACE("texture_gl %p, context_gl %p, srgb %#x.\n", texture_gl, context_gl, srgb);
- if (!needs_separate_srgb_gl_texture(context, &texture_gl->t)) + if (!needs_separate_srgb_gl_texture(&context_gl->c, &texture_gl->t)) srgb = FALSE;
/* sRGB mode cache for preload() calls outside drawprim. */ @@ -988,7 +987,7 @@ void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl, gl_tex->sampler_desc.max_anisotropy = 1; gl_tex->sampler_desc.compare = FALSE; gl_tex->sampler_desc.comparison_func = WINED3D_CMP_LESSEQUAL; - if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]) + if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE]) gl_tex->sampler_desc.srgb_decode = TRUE; else gl_tex->sampler_desc.srgb_decode = srgb; @@ -1046,7 +1045,7 @@ void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl, checkGLcall("glTexParameteri(GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY)"); }
- if (!is_identity_fixup(fixup) && can_use_texture_swizzle(context->d3d_info, format)) + if (!is_identity_fixup(fixup) && can_use_texture_swizzle(context_gl->c.d3d_info, format)) { GLint swizzle[4];
@@ -1080,7 +1079,7 @@ void wined3d_texture_gl_bind_and_dirtify(struct wined3d_texture_gl *texture_gl, context_invalidate_compute_state(&context_gl->c, STATE_COMPUTE_SHADER_RESOURCE_BINDING); context_invalidate_state(&context_gl->c, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
- wined3d_texture_gl_bind(texture_gl, &context_gl->c, srgb); + wined3d_texture_gl_bind(texture_gl, context_gl, srgb); }
/* Context activation is done by the caller (state handler). */ diff --git a/dlls/wined3d/view.c b/dlls/wined3d/view.c index e0ac57e761e..06e24fb8ebc 100644 --- a/dlls/wined3d/view.c +++ b/dlls/wined3d/view.c @@ -850,7 +850,7 @@ void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl }
texture_gl = wined3d_texture_gl(wined3d_texture_from_resource(view_gl->v.resource)); - wined3d_texture_gl_bind(texture_gl, context, FALSE); + wined3d_texture_gl_bind(texture_gl, context_gl, FALSE); wined3d_sampler_bind(sampler, unit, texture_gl, context); }
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 74ad31ee137..91570ed79f4 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -3620,7 +3620,7 @@ static inline GLenum wined3d_texture_gl_get_sub_resource_target(const struct win void wined3d_texture_gl_apply_sampler_desc(struct wined3d_texture_gl *texture_gl, const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN; void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl, - struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN; + struct wined3d_context_gl *context_gl, BOOL srgb) DECLSPEC_HIDDEN; void wined3d_texture_gl_bind_and_dirtify(struct wined3d_texture_gl *texture_gl, struct wined3d_context_gl *context_gl, BOOL srgb) DECLSPEC_HIDDEN; void wined3d_texture_gl_prepare_texture(struct wined3d_texture_gl *texture_gl,