Commit 23b4b3cd authored by Matteo Bruni's avatar Matteo Bruni Committed by Alexandre Julliard

wined3d: Pass a wined3d_context structure to texture2d_depth_blt_fbo().

parent 9a00e032
...@@ -259,13 +259,12 @@ static BOOL texture2d_is_full_rect(const struct wined3d_texture *texture, unsign ...@@ -259,13 +259,12 @@ static BOOL texture2d_is_full_rect(const struct wined3d_texture *texture, unsign
return TRUE; return TRUE;
} }
static void texture2d_depth_blt_fbo(const struct wined3d_device *device, static void texture2d_depth_blt_fbo(const struct wined3d_device *device, struct wined3d_context *context,
struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, DWORD src_location, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, DWORD src_location,
const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
DWORD dst_location, const RECT *dst_rect) DWORD dst_location, const RECT *dst_rect)
{ {
const struct wined3d_gl_info *gl_info; const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_context *context;
DWORD src_mask, dst_mask; DWORD src_mask, dst_mask;
GLbitfield gl_mask; GLbitfield gl_mask;
...@@ -298,14 +297,6 @@ static void texture2d_depth_blt_fbo(const struct wined3d_device *device, ...@@ -298,14 +297,6 @@ static void texture2d_depth_blt_fbo(const struct wined3d_device *device,
if (src_mask & WINED3DFMT_FLAG_STENCIL) if (src_mask & WINED3DFMT_FLAG_STENCIL)
gl_mask |= GL_STENCIL_BUFFER_BIT; gl_mask |= GL_STENCIL_BUFFER_BIT;
context = context_acquire(device, NULL, 0);
if (!context->valid)
{
context_release(context);
WARN("Invalid context, skipping blit.\n");
return;
}
/* Make sure the locations are up-to-date. Loading the destination /* Make sure the locations are up-to-date. Loading the destination
* surface isn't required if the entire surface is overwritten. */ * surface isn't required if the entire surface is overwritten. */
wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, src_location); wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, src_location);
...@@ -314,8 +305,6 @@ static void texture2d_depth_blt_fbo(const struct wined3d_device *device, ...@@ -314,8 +305,6 @@ static void texture2d_depth_blt_fbo(const struct wined3d_device *device,
else else
wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location); wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location);
gl_info = context->gl_info;
context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, NULL, 0, context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, NULL, 0,
&src_texture->resource, src_sub_resource_idx, src_location); &src_texture->resource, src_sub_resource_idx, src_location);
context_check_fbo_status(context, GL_READ_FRAMEBUFFER); context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
...@@ -351,8 +340,6 @@ static void texture2d_depth_blt_fbo(const struct wined3d_device *device, ...@@ -351,8 +340,6 @@ static void texture2d_depth_blt_fbo(const struct wined3d_device *device,
if (wined3d_settings.strict_draw_ordering) if (wined3d_settings.strict_draw_ordering)
gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */ gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
context_release(context);
} }
static BOOL is_multisample_location(const struct wined3d_texture *texture, DWORD location) static BOOL is_multisample_location(const struct wined3d_texture *texture, DWORD location)
...@@ -2422,7 +2409,7 @@ static DWORD fbo_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit ...@@ -2422,7 +2409,7 @@ static DWORD fbo_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit
if (blit_op == WINED3D_BLIT_OP_DEPTH_BLIT) if (blit_op == WINED3D_BLIT_OP_DEPTH_BLIT)
{ {
TRACE("Depth/stencil blit.\n"); TRACE("Depth/stencil blit.\n");
texture2d_depth_blt_fbo(device, src_surface->container, surface_get_sub_resource_idx(src_surface), texture2d_depth_blt_fbo(device, context, src_surface->container, surface_get_sub_resource_idx(src_surface),
src_location, src_rect, dst_surface->container, surface_get_sub_resource_idx(dst_surface), src_location, src_rect, dst_surface->container, surface_get_sub_resource_idx(dst_surface),
dst_location, dst_rect); dst_location, dst_rect);
return dst_location; return dst_location;
......
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