Commit 9c746674 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Pass a wined3d_context_gl structure to context_bind_unordered_access_views().

parent 4aa7fbe0
...@@ -3842,10 +3842,10 @@ static void context_load_unordered_access_resources(struct wined3d_context *cont ...@@ -3842,10 +3842,10 @@ static void context_load_unordered_access_resources(struct wined3d_context *cont
} }
} }
static void context_bind_unordered_access_views(struct wined3d_context *context, static void wined3d_context_gl_bind_unordered_access_views(struct wined3d_context_gl *context_gl,
const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views) const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
{ {
const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
struct wined3d_unordered_access_view_gl *view_gl; struct wined3d_unordered_access_view_gl *view_gl;
const struct wined3d_format_gl *format_gl; const struct wined3d_format_gl *format_gl;
GLuint texture_name; GLuint texture_name;
...@@ -3874,7 +3874,7 @@ static void context_bind_unordered_access_views(struct wined3d_context *context, ...@@ -3874,7 +3874,7 @@ static void context_bind_unordered_access_views(struct wined3d_context *context,
else if (view_gl->v.resource->type != WINED3D_RTYPE_BUFFER) else if (view_gl->v.resource->type != WINED3D_RTYPE_BUFFER)
{ {
struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture_from_resource(view_gl->v.resource)); struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture_from_resource(view_gl->v.resource));
texture_name = wined3d_texture_gl_get_texture_name(texture_gl, context, FALSE); texture_name = wined3d_texture_gl_get_texture_name(texture_gl, &context_gl->c, FALSE);
level = view_gl->v.desc.u.texture.level_idx; level = view_gl->v.desc.u.texture.level_idx;
} }
else else
...@@ -4002,7 +4002,7 @@ static BOOL context_apply_draw_state(struct wined3d_context *context, ...@@ -4002,7 +4002,7 @@ static BOOL context_apply_draw_state(struct wined3d_context *context,
if (context->update_unordered_access_view_bindings) if (context->update_unordered_access_view_bindings)
{ {
context_bind_unordered_access_views(context, wined3d_context_gl_bind_unordered_access_views(context_gl,
state->shader[WINED3D_SHADER_TYPE_PIXEL], state->shader[WINED3D_SHADER_TYPE_PIXEL],
state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]); state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
context->update_unordered_access_view_bindings = 0; context->update_unordered_access_view_bindings = 0;
...@@ -4059,7 +4059,7 @@ static void wined3d_context_gl_apply_compute_state(struct wined3d_context_gl *co ...@@ -4059,7 +4059,7 @@ static void wined3d_context_gl_apply_compute_state(struct wined3d_context_gl *co
if (context_gl->c.update_compute_unordered_access_view_bindings) if (context_gl->c.update_compute_unordered_access_view_bindings)
{ {
context_bind_unordered_access_views(&context_gl->c, wined3d_context_gl_bind_unordered_access_views(context_gl,
state->shader[WINED3D_SHADER_TYPE_COMPUTE], state->shader[WINED3D_SHADER_TYPE_COMPUTE],
state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]); state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
context_gl->c.update_compute_unordered_access_view_bindings = 0; context_gl->c.update_compute_unordered_access_view_bindings = 0;
......
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