Commit 633cd82a authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Pass a wined3d_context_gl structure to wined3d_buffer_gl_destroy_buffer_object().

parent d83b71eb
......@@ -140,11 +140,10 @@ static void wined3d_buffer_gl_bind(struct wined3d_buffer_gl *buffer_gl, struct w
/* Context activation is done by the caller. */
static void wined3d_buffer_gl_destroy_buffer_object(struct wined3d_buffer_gl *buffer_gl,
struct wined3d_context *context)
struct wined3d_context_gl *context_gl)
{
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
struct wined3d_resource *resource = &buffer_gl->b.resource;
const struct wined3d_gl_info *gl_info = context->gl_info;
if (!buffer_gl->buffer_object)
return;
......@@ -172,7 +171,7 @@ static void wined3d_buffer_gl_destroy_buffer_object(struct wined3d_buffer_gl *bu
if (resource->bind_flags & WINED3D_BIND_STREAM_OUTPUT)
{
device_invalidate_state(resource->device, STATE_STREAM_OUTPUT);
if (context->transform_feedback_active)
if (context_gl->c.transform_feedback_active)
{
/* We have to make sure that transform feedback is not active
* when deleting a potentially bound transform feedback buffer.
......@@ -269,7 +268,7 @@ fail:
/* Clean up all BO init, but continue because we can work without a BO :-) */
ERR("Failed to create a buffer object. Continuing, but performance issues may occur.\n");
buffer_gl->b.flags &= ~WINED3D_BUFFER_USE_BO;
wined3d_buffer_gl_destroy_buffer_object(buffer_gl, &context_gl->c);
wined3d_buffer_gl_destroy_buffer_object(buffer_gl, context_gl);
buffer_clear_dirty_areas(&buffer_gl->b);
return FALSE;
}
......@@ -758,7 +757,7 @@ static void buffer_unload(struct wined3d_resource *resource)
wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_BUFFER);
wined3d_buffer_gl_destroy_buffer_object(wined3d_buffer_gl(buffer), context);
wined3d_buffer_gl_destroy_buffer_object(wined3d_buffer_gl(buffer), wined3d_context_gl(context));
buffer_clear_dirty_areas(buffer);
context_release(context);
......@@ -787,7 +786,7 @@ static void wined3d_buffer_gl_destroy_object(void *object)
if (buffer_gl->buffer_object)
{
context = context_acquire(buffer_gl->b.resource.device, NULL, 0);
wined3d_buffer_gl_destroy_buffer_object(buffer_gl, context);
wined3d_buffer_gl_destroy_buffer_object(buffer_gl, wined3d_context_gl(context));
context_release(context);
heap_free(buffer_gl->b.conversion_map);
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment