Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- dlls/wined3d/query.c | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/query.c b/dlls/wined3d/query.c index 10ca7d63d3b..5d240110c25 100644 --- a/dlls/wined3d/query.c +++ b/dlls/wined3d/query.c @@ -73,16 +73,16 @@ static void wined3d_query_destroy_buffer_object(struct wined3d_context_gl *conte * object allows us to avoid these implicit flushes. An additional benefit is * that it allows us to poll the query status from the application-thread * instead of from the csmt-thread. */ -static BOOL wined3d_query_buffer_queue_result(struct wined3d_context *context, struct wined3d_query *query, GLuint id) +static BOOL wined3d_query_buffer_queue_result(struct wined3d_context_gl *context_gl, + struct wined3d_query *query, GLuint id) { - struct wined3d_context_gl *context_gl = wined3d_context_gl(context); - const struct wined3d_gl_info *gl_info = context->gl_info; + const struct wined3d_gl_info *gl_info = context_gl->c.gl_info; GLsync tmp_sync;
if (!gl_info->supported[ARB_QUERY_BUFFER_OBJECT] || !gl_info->supported[ARB_BUFFER_STORAGE]) return FALSE; /* Don't use query buffers without CSMT, mainly for simplicity. */ - if (!context->device->cs->thread) + if (!context_gl->c.device->cs->thread) return FALSE;
if (query->buffer_object) @@ -684,7 +684,7 @@ static BOOL wined3d_occlusion_query_ops_issue(struct wined3d_query *query, DWORD gl_info = context_gl->c.gl_info; GL_EXTCALL(glEndQuery(GL_SAMPLES_PASSED)); checkGLcall("glEndQuery()"); - wined3d_query_buffer_queue_result(&context_gl->c, query, oq->id); + wined3d_query_buffer_queue_result(context_gl, query, oq->id);
context_release(&context_gl->c); poll = TRUE;