Commit 49889f72 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Pass a wined3d_context_gl structure to context_check_fbo_status().

parent 907b2a33
...@@ -7900,7 +7900,7 @@ static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bl ...@@ -7900,7 +7900,7 @@ static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bl
wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER, wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER,
&dst_texture->resource, dst_sub_resource_idx, NULL, 0, dst_location); &dst_texture->resource, dst_sub_resource_idx, NULL, 0, dst_location);
context_set_draw_buffer(context, buffer); context_set_draw_buffer(context, buffer);
context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER); wined3d_context_gl_check_fbo_status(context_gl, GL_DRAW_FRAMEBUFFER);
context_invalidate_state(context, STATE_FRAMEBUFFER); context_invalidate_state(context, STATE_FRAMEBUFFER);
} }
......
...@@ -375,9 +375,9 @@ static void context_dump_fbo_attachment(const struct wined3d_gl_info *gl_info, G ...@@ -375,9 +375,9 @@ static void context_dump_fbo_attachment(const struct wined3d_gl_info *gl_info, G
} }
/* Context activation is done by the caller. */ /* Context activation is done by the caller. */
void context_check_fbo_status(const struct wined3d_context *context, GLenum target) void wined3d_context_gl_check_fbo_status(const struct wined3d_context_gl *context_gl, GLenum target)
{ {
const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
GLenum status; GLenum status;
if (!FIXME_ON(d3d)) if (!FIXME_ON(d3d))
...@@ -394,7 +394,7 @@ void context_check_fbo_status(const struct wined3d_context *context, GLenum targ ...@@ -394,7 +394,7 @@ void context_check_fbo_status(const struct wined3d_context *context, GLenum targ
FIXME("FBO status %s (%#x).\n", debug_fbostatus(status), status); FIXME("FBO status %s (%#x).\n", debug_fbostatus(status), status);
if (!context->current_fbo) if (!context_gl->c.current_fbo)
{ {
ERR("FBO 0 is incomplete, driver bug?\n"); ERR("FBO 0 is incomplete, driver bug?\n");
return; return;
...@@ -2787,9 +2787,7 @@ void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl, ...@@ -2787,9 +2787,7 @@ void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl,
} }
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{ wined3d_context_gl_check_fbo_status(context_gl, GL_FRAMEBUFFER);
context_check_fbo_status(context, GL_FRAMEBUFFER);
}
context_invalidate_state(context, STATE_FRAMEBUFFER); context_invalidate_state(context, STATE_FRAMEBUFFER);
context_get_rt_size(context, &rt_size); context_get_rt_size(context, &rt_size);
...@@ -3097,9 +3095,7 @@ BOOL wined3d_context_gl_apply_clear_state(struct wined3d_context_gl *context_gl, ...@@ -3097,9 +3095,7 @@ BOOL wined3d_context_gl_apply_clear_state(struct wined3d_context_gl *context_gl,
} }
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{ wined3d_context_gl_check_fbo_status(context_gl, GL_FRAMEBUFFER);
context_check_fbo_status(&context_gl->c, GL_FRAMEBUFFER);
}
context_gl->c.last_was_blit = FALSE; context_gl->c.last_was_blit = FALSE;
context_gl->c.last_was_ffp_blit = FALSE; context_gl->c.last_was_ffp_blit = FALSE;
...@@ -4021,9 +4017,7 @@ static BOOL context_apply_draw_state(struct wined3d_context *context, ...@@ -4021,9 +4017,7 @@ static BOOL context_apply_draw_state(struct wined3d_context *context,
} }
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{ wined3d_context_gl_check_fbo_status(context_gl, GL_FRAMEBUFFER);
context_check_fbo_status(context, GL_FRAMEBUFFER);
}
context->numDirtyEntries = 0; /* This makes the whole list clean */ context->numDirtyEntries = 0; /* This makes the whole list clean */
context->last_was_blit = FALSE; context->last_was_blit = FALSE;
......
...@@ -13334,7 +13334,7 @@ static DWORD glsl_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bli ...@@ -13334,7 +13334,7 @@ static DWORD glsl_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bli
wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER, wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER,
&dst_texture->resource, dst_sub_resource_idx, NULL, 0, dst_location); &dst_texture->resource, dst_sub_resource_idx, NULL, 0, dst_location);
context_set_draw_buffer(context, buffer); context_set_draw_buffer(context, buffer);
context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER); wined3d_context_gl_check_fbo_status(context_gl, GL_DRAW_FRAMEBUFFER);
context_invalidate_state(context, STATE_FRAMEBUFFER); context_invalidate_state(context, STATE_FRAMEBUFFER);
} }
......
...@@ -106,12 +106,12 @@ static void texture2d_depth_blt_fbo(const struct wined3d_device *device, struct ...@@ -106,12 +106,12 @@ static void texture2d_depth_blt_fbo(const struct wined3d_device *device, struct
wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_READ_FRAMEBUFFER, NULL, 0, wined3d_context_gl_apply_fbo_state_blit(context_gl, 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); wined3d_context_gl_check_fbo_status(context_gl, GL_READ_FRAMEBUFFER);
wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER, NULL, 0, wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER, NULL, 0,
&dst_texture->resource, dst_sub_resource_idx, dst_location); &dst_texture->resource, dst_sub_resource_idx, dst_location);
context_set_draw_buffer(context, GL_NONE); context_set_draw_buffer(context, GL_NONE);
context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER); wined3d_context_gl_check_fbo_status(context_gl, GL_DRAW_FRAMEBUFFER);
context_invalidate_state(context, STATE_FRAMEBUFFER); context_invalidate_state(context, STATE_FRAMEBUFFER);
if (gl_mask & GL_DEPTH_BUFFER_BIT) if (gl_mask & GL_DEPTH_BUFFER_BIT)
...@@ -252,7 +252,7 @@ static void texture2d_blt_fbo(const struct wined3d_device *device, struct wined3 ...@@ -252,7 +252,7 @@ static void texture2d_blt_fbo(const struct wined3d_device *device, struct wined3
&src_texture->resource, src_sub_resource_idx, NULL, 0, src_location); &src_texture->resource, src_sub_resource_idx, NULL, 0, src_location);
gl_info->gl_ops.gl.p_glReadBuffer(buffer); gl_info->gl_ops.gl.p_glReadBuffer(buffer);
checkGLcall("glReadBuffer()"); checkGLcall("glReadBuffer()");
context_check_fbo_status(context, GL_READ_FRAMEBUFFER); wined3d_context_gl_check_fbo_status(context_gl, GL_READ_FRAMEBUFFER);
if (dst_location == WINED3D_LOCATION_DRAWABLE) if (dst_location == WINED3D_LOCATION_DRAWABLE)
{ {
...@@ -271,7 +271,7 @@ static void texture2d_blt_fbo(const struct wined3d_device *device, struct wined3 ...@@ -271,7 +271,7 @@ static void texture2d_blt_fbo(const struct wined3d_device *device, struct wined3
wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER, wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER,
&dst_texture->resource, dst_sub_resource_idx, NULL, 0, dst_location); &dst_texture->resource, dst_sub_resource_idx, NULL, 0, dst_location);
context_set_draw_buffer(context, buffer); context_set_draw_buffer(context, buffer);
context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER); wined3d_context_gl_check_fbo_status(context_gl, GL_DRAW_FRAMEBUFFER);
context_invalidate_state(context, STATE_FRAMEBUFFER); context_invalidate_state(context, STATE_FRAMEBUFFER);
gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
...@@ -737,7 +737,7 @@ static void texture2d_read_from_framebuffer(struct wined3d_texture *texture, uns ...@@ -737,7 +737,7 @@ static void texture2d_read_from_framebuffer(struct wined3d_texture *texture, uns
{ {
wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_READ_FRAMEBUFFER, wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_READ_FRAMEBUFFER,
resource, sub_resource_idx, NULL, 0, src_location); resource, sub_resource_idx, NULL, 0, src_location);
context_check_fbo_status(context, GL_READ_FRAMEBUFFER); wined3d_context_gl_check_fbo_status(context_gl, GL_READ_FRAMEBUFFER);
context_invalidate_state(context, STATE_FRAMEBUFFER); context_invalidate_state(context, STATE_FRAMEBUFFER);
} }
else else
...@@ -2260,7 +2260,7 @@ static DWORD ffp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit ...@@ -2260,7 +2260,7 @@ static DWORD ffp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit
wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER, wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER,
dst_resource, dst_sub_resource_idx, NULL, 0, dst_location); dst_resource, dst_sub_resource_idx, NULL, 0, dst_location);
context_set_draw_buffer(context, buffer); context_set_draw_buffer(context, buffer);
context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER); wined3d_context_gl_check_fbo_status(context_gl, GL_DRAW_FRAMEBUFFER);
context_invalidate_state(context, STATE_FRAMEBUFFER); context_invalidate_state(context, STATE_FRAMEBUFFER);
} }
......
...@@ -2074,6 +2074,7 @@ void wined3d_context_gl_apply_ffp_blit_state(struct wined3d_context_gl *context_ ...@@ -2074,6 +2074,7 @@ void wined3d_context_gl_apply_ffp_blit_state(struct wined3d_context_gl *context_
const struct wined3d_device *device) DECLSPEC_HIDDEN; const struct wined3d_device *device) DECLSPEC_HIDDEN;
void wined3d_context_gl_bind_texture(struct wined3d_context_gl *context_gl, void wined3d_context_gl_bind_texture(struct wined3d_context_gl *context_gl,
GLenum target, GLuint name) DECLSPEC_HIDDEN; GLenum target, GLuint name) DECLSPEC_HIDDEN;
void wined3d_context_gl_check_fbo_status(const struct wined3d_context_gl *context_gl, GLenum target) DECLSPEC_HIDDEN;
void wined3d_context_gl_cleanup(struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN; void wined3d_context_gl_cleanup(struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN;
void wined3d_context_gl_free_fence(struct wined3d_fence *fence) DECLSPEC_HIDDEN; void wined3d_context_gl_free_fence(struct wined3d_fence *fence) DECLSPEC_HIDDEN;
void wined3d_context_gl_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN; void wined3d_context_gl_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
...@@ -2227,7 +2228,6 @@ void context_active_texture(struct wined3d_context *context, const struct wined3 ...@@ -2227,7 +2228,6 @@ void context_active_texture(struct wined3d_context *context, const struct wined3
unsigned int unit) DECLSPEC_HIDDEN; unsigned int unit) DECLSPEC_HIDDEN;
void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint name) DECLSPEC_HIDDEN; void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint name) DECLSPEC_HIDDEN;
void context_bind_dummy_textures(const struct wined3d_context *context) DECLSPEC_HIDDEN; void context_bind_dummy_textures(const struct wined3d_context *context) DECLSPEC_HIDDEN;
void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
void context_copy_bo_address(struct wined3d_context *context, void context_copy_bo_address(struct wined3d_context *context,
const struct wined3d_bo_address *dst, GLenum dst_binding, const struct wined3d_bo_address *dst, GLenum dst_binding,
const struct wined3d_bo_address *src, GLenum src_binding, size_t size) DECLSPEC_HIDDEN; const struct wined3d_bo_address *src, GLenum src_binding, size_t size) DECLSPEC_HIDDEN;
......
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