Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- dlls/wined3d/context.c | 11 ++++++----- 1 file changed, 6 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index 2ed1e48dfdd..15ee0314daf 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -428,7 +428,7 @@ static inline DWORD context_generate_rt_mask_from_resource(struct wined3d_resour return (1u << 31) | wined3d_texture_get_gl_buffer(texture_from_resource(resource)); }
-static inline void context_set_fbo_key_for_render_target(const struct wined3d_context *context, +static inline void wined3d_context_gl_set_fbo_key_for_render_target(const struct wined3d_context_gl *context_gl, struct wined3d_fbo_entry_key *key, unsigned int idx, const struct wined3d_rendertarget_info *render_target, DWORD location) { @@ -475,11 +475,11 @@ static inline void context_set_fbo_key_for_render_target(const struct wined3d_co switch (location) { case WINED3D_LOCATION_TEXTURE_RGB: - key->objects[idx].object = wined3d_texture_gl_get_texture_name(texture_gl, context, FALSE); + key->objects[idx].object = wined3d_texture_gl_get_texture_name(texture_gl, &context_gl->c, FALSE); break;
case WINED3D_LOCATION_TEXTURE_SRGB: - key->objects[idx].object = wined3d_texture_gl_get_texture_name(texture_gl, context, TRUE); + key->objects[idx].object = wined3d_texture_gl_get_texture_name(texture_gl, &context_gl->c, TRUE); break;
case WINED3D_LOCATION_RB_MULTISAMPLE: @@ -502,14 +502,15 @@ static void context_generate_fbo_key(const struct wined3d_context *context, struct wined3d_fbo_entry_key *key, const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location) { + const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context); unsigned int buffers = context->gl_info->limits.buffers; unsigned int i;
key->rb_namespace = 0; - context_set_fbo_key_for_render_target(context, key, 0, depth_stencil, ds_location); + wined3d_context_gl_set_fbo_key_for_render_target(context_gl, key, 0, depth_stencil, ds_location);
for (i = 0; i < buffers; ++i) - context_set_fbo_key_for_render_target(context, key, i + 1, &render_targets[i], color_location); + wined3d_context_gl_set_fbo_key_for_render_target(context_gl, key, i + 1, &render_targets[i], color_location);
memset(&key->objects[buffers + 1], 0, (ARRAY_SIZE(key->objects) - buffers - 1) * sizeof(*key->objects)); }