Commit 90485cdc authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Pass a wined3d_context_gl structure to wined3d_sampler_bind().

parent f3ee4d40
...@@ -182,10 +182,9 @@ static void texture_gl_apply_base_level(struct wined3d_texture_gl *texture_gl, ...@@ -182,10 +182,9 @@ static void texture_gl_apply_base_level(struct wined3d_texture_gl *texture_gl,
/* This function relies on the correct texture being bound and loaded. */ /* This function relies on the correct texture being bound and loaded. */
void wined3d_sampler_bind(struct wined3d_sampler *sampler, unsigned int unit, void wined3d_sampler_bind(struct wined3d_sampler *sampler, unsigned int unit,
struct wined3d_texture_gl *texture_gl, const struct wined3d_context *context) struct wined3d_texture_gl *texture_gl, const struct wined3d_context_gl *context_gl)
{ {
const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context); const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
const struct wined3d_gl_info *gl_info = context->gl_info;
if (gl_info->supported[ARB_SAMPLER_OBJECTS]) if (gl_info->supported[ARB_SAMPLER_OBJECTS])
{ {
......
...@@ -3638,7 +3638,7 @@ static void sampler(struct wined3d_context *context, const struct wined3d_state ...@@ -3638,7 +3638,7 @@ static void sampler(struct wined3d_context *context, const struct wined3d_state
} }
} }
wined3d_sampler_bind(sampler, mapped_stage, texture_gl, context); wined3d_sampler_bind(sampler, mapped_stage, texture_gl, context_gl);
/* Trigger shader constant reloading (for NP2 texcoord fixup) */ /* Trigger shader constant reloading (for NP2 texcoord fixup) */
if (!(texture_gl->t.flags & WINED3D_TEXTURE_POW2_MAT_IDENT)) if (!(texture_gl->t.flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
......
...@@ -839,7 +839,7 @@ void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl ...@@ -839,7 +839,7 @@ void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl
if (view_gl->gl_view.name) if (view_gl->gl_view.name)
{ {
wined3d_context_gl_bind_texture(context_gl, view_gl->gl_view.target, view_gl->gl_view.name); wined3d_context_gl_bind_texture(context_gl, view_gl->gl_view.target, view_gl->gl_view.name);
wined3d_sampler_bind(sampler, unit, NULL, context); wined3d_sampler_bind(sampler, unit, NULL, context_gl);
return; return;
} }
...@@ -851,7 +851,7 @@ void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl ...@@ -851,7 +851,7 @@ void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl
texture_gl = wined3d_texture_gl(wined3d_texture_from_resource(view_gl->v.resource)); texture_gl = wined3d_texture_gl(wined3d_texture_from_resource(view_gl->v.resource));
wined3d_texture_gl_bind(texture_gl, context_gl, FALSE); wined3d_texture_gl_bind(texture_gl, context_gl, FALSE);
wined3d_sampler_bind(sampler, unit, texture_gl, context); wined3d_sampler_bind(sampler, unit, texture_gl, context_gl);
} }
/* Context activation is done by the caller. */ /* Context activation is done by the caller. */
......
...@@ -3685,7 +3685,7 @@ struct wined3d_sampler ...@@ -3685,7 +3685,7 @@ struct wined3d_sampler
}; };
void wined3d_sampler_bind(struct wined3d_sampler *sampler, unsigned int unit, void wined3d_sampler_bind(struct wined3d_sampler *sampler, unsigned int unit,
struct wined3d_texture_gl *texture_gl, const struct wined3d_context *context) DECLSPEC_HIDDEN; struct wined3d_texture_gl *texture_gl, const struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN;
struct wined3d_vertex_declaration_element struct wined3d_vertex_declaration_element
{ {
......
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