Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- dlls/wined3d/context.c | 26 +++++++++++++------------- 1 file changed, 13 insertions(+), 13 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index aa4606e1574..88ac2eeaa1c 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -757,34 +757,33 @@ static void wined3d_context_gl_apply_fbo_entry(struct wined3d_context_gl *contex }
/* Context activation is done by the caller. */ -static void context_apply_fbo_state(struct wined3d_context *context, GLenum target, +static void wined3d_context_gl_apply_fbo_state(struct wined3d_context_gl *context_gl, GLenum target, const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location) { - struct wined3d_context_gl *context_gl = wined3d_context_gl(context); struct fbo_entry *entry, *entry2;
- LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry) + LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->c.fbo_destroy_list, struct fbo_entry, entry) { wined3d_context_gl_destroy_fbo_entry(context_gl, entry); }
- if (context->rebind_fbo) + if (context_gl->c.rebind_fbo) { wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0); - context->rebind_fbo = FALSE; + context_gl->c.rebind_fbo = FALSE; }
if (color_location == WINED3D_LOCATION_DRAWABLE) { - context->current_fbo = NULL; + context_gl->c.current_fbo = NULL; wined3d_context_gl_bind_fbo(context_gl, target, 0); } else { - context->current_fbo = wined3d_context_gl_find_fbo_entry(context_gl, target, + context_gl->c.current_fbo = wined3d_context_gl_find_fbo_entry(context_gl, target, render_targets, depth_stencil, color_location, ds_location); - wined3d_context_gl_apply_fbo_entry(context_gl, target, context->current_fbo); + wined3d_context_gl_apply_fbo_entry(context_gl, target, context_gl->c.current_fbo); } }
@@ -810,7 +809,7 @@ void wined3d_context_gl_apply_fbo_state_blit(struct wined3d_context_gl *context_ ds_info.layer_count = 1; }
- context_apply_fbo_state(&context_gl->c, target, context_gl->c.blit_targets, &ds_info, location, location); + wined3d_context_gl_apply_fbo_state(context_gl, target, context_gl->c.blit_targets, &ds_info, location, location); }
/* Context activation is done by the caller. */ @@ -3060,13 +3059,13 @@ BOOL wined3d_context_gl_apply_clear_state(struct wined3d_context_gl *context_gl, ds_info.layer_count = dsv_gl->v.layer_count; }
- context_apply_fbo_state(&context_gl->c, GL_FRAMEBUFFER, context_gl->c.blit_targets, &ds_info, + wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, context_gl->c.blit_targets, &ds_info, rt_count ? rts[0]->resource->draw_binding : 0, dsv ? dsv->resource->draw_binding : 0); } else { - context_apply_fbo_state(&context_gl->c, GL_FRAMEBUFFER, NULL, &ds_info, + wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, NULL, &ds_info, WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE); rt_mask = context_generate_rt_mask_from_resource(rts[0]->resource); } @@ -3162,6 +3161,7 @@ static unsigned int find_draw_buffers_mask(const struct wined3d_context *context /* Context activation is done by the caller. */ void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { + struct wined3d_context_gl *context_gl = wined3d_context_gl(context); unsigned int rt_mask = find_draw_buffers_mask(context, state); const struct wined3d_fb_state *fb = state->fb; DWORD color_location = 0; @@ -3173,7 +3173,7 @@ void context_state_fb(struct wined3d_context *context, const struct wined3d_stat
if (!context->render_offscreen) { - context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, &ds_info, + wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, NULL, &ds_info, WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE); } else @@ -3206,7 +3206,7 @@ void context_state_fb(struct wined3d_context *context, const struct wined3d_stat ds_info.layer_count = view_gl->v.layer_count; }
- context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, &ds_info, + wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, context->blit_targets, &ds_info, color_location, fb->depth_stencil ? fb->depth_stencil->resource->draw_binding : 0); } }
Hi,
While running your changed tests, I think I found new failures. Being a bot and all I'm not very good at pattern recognition, so I might be wrong, but could you please double-check?
Full results can be found at: https://testbot.winehq.org/JobDetails.pl?Key=52400
Your paranoid android.
=== debian9 (build log) ===
error: patch failed: dlls/wined3d/context.c:784 error: patch failed: dlls/wined3d/context.c:757 Task: Patch failed to apply
=== debian9 (build log) ===
error: patch failed: dlls/wined3d/context.c:784 error: patch failed: dlls/wined3d/context.c:757 Task: Patch failed to apply