Commit dfdecfc2 authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

wined3d: Pass context to wined3d_texture_set_compatible_renderbuffer().

parent 619c54f4
......@@ -608,7 +608,7 @@ static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context,
}
else if (depth_stencil->resource->type == WINED3D_RTYPE_TEXTURE_2D)
{
wined3d_texture_set_compatible_renderbuffer(ds_texture, ds_level, &render_targets[0]);
wined3d_texture_set_compatible_renderbuffer(ds_texture, context, ds_level, &render_targets[0]);
}
}
......
......@@ -1453,15 +1453,14 @@ HRESULT CDECL wined3d_texture_set_color_key(struct wined3d_texture *texture,
/* TODO: We should synchronize the renderbuffer's content with the texture's content. */
/* Context activation is done by the caller. */
void wined3d_texture_set_compatible_renderbuffer(struct wined3d_texture *texture,
unsigned int level, const struct wined3d_rendertarget_info *rt)
struct wined3d_context *context, unsigned int level, const struct wined3d_rendertarget_info *rt)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_renderbuffer_entry *entry;
const struct wined3d_gl_info *gl_info;
unsigned int src_width, src_height;
unsigned int width, height;
GLuint renderbuffer = 0;
gl_info = &texture->resource.device->adapter->gl_info;
if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
return;
......@@ -1528,7 +1527,7 @@ void wined3d_texture_set_compatible_renderbuffer(struct wined3d_texture *texture
texture->current_renderbuffer = entry;
}
checkGLcall("set_compatible_renderbuffer");
checkGLcall("set compatible renderbuffer");
}
HRESULT CDECL wined3d_texture_update_desc(struct wined3d_texture *texture, UINT width, UINT height,
......
......@@ -3366,7 +3366,7 @@ BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned
struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
void wined3d_texture_prepare_texture(struct wined3d_texture *texture,
struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
void wined3d_texture_set_compatible_renderbuffer(struct wined3d_texture *texture,
void wined3d_texture_set_compatible_renderbuffer(struct wined3d_texture *texture, struct wined3d_context *context,
unsigned int level, const struct wined3d_rendertarget_info *rt) DECLSPEC_HIDDEN;
void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding) DECLSPEC_HIDDEN;
void wined3d_texture_set_swapchain(struct wined3d_texture *texture,
......
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