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wine
wine-winehq
Commits
49da36a5
Commit
49da36a5
authored
Apr 19, 2017
by
Henri Verbeet
Committed by
Alexandre Julliard
Apr 20, 2017
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wined3d: Introduce a context function to bind a buffer object.
Signed-off-by:
Henri Verbeet
<
hverbeet@codeweavers.com
>
Signed-off-by:
Alexandre Julliard
<
julliard@winehq.org
>
parent
da321ceb
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3 changed files
with
12 additions
and
6 deletions
+12
-6
buffer.c
dlls/wined3d/buffer.c
+1
-6
context.c
dlls/wined3d/context.c
+10
-0
wined3d_private.h
dlls/wined3d/wined3d_private.h
+1
-0
No files found.
dlls/wined3d/buffer.c
View file @
49da36a5
...
...
@@ -135,12 +135,7 @@ void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD loc
/* Context activation is done by the caller. */
static
void
buffer_bind
(
struct
wined3d_buffer
*
buffer
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
if
(
buffer
->
buffer_type_hint
==
GL_ELEMENT_ARRAY_BUFFER
)
context_invalidate_state
(
context
,
STATE_INDEXBUFFER
);
GL_EXTCALL
(
glBindBuffer
(
buffer
->
buffer_type_hint
,
buffer
->
buffer_object
));
context_bind_bo
(
context
,
buffer
->
buffer_type_hint
,
buffer
->
buffer_object
);
}
/* Context activation is done by the caller. */
...
...
dlls/wined3d/context.c
View file @
49da36a5
...
...
@@ -2510,6 +2510,16 @@ void context_active_texture(struct wined3d_context *context, const struct wined3
context
->
active_texture
=
unit
;
}
void
context_bind_bo
(
struct
wined3d_context
*
context
,
GLenum
binding
,
GLuint
name
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
if
(
binding
==
GL_ELEMENT_ARRAY_BUFFER
)
context_invalidate_state
(
context
,
STATE_INDEXBUFFER
);
GL_EXTCALL
(
glBindBuffer
(
binding
,
name
));
}
void
context_bind_texture
(
struct
wined3d_context
*
context
,
GLenum
target
,
GLuint
name
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
...
...
dlls/wined3d/wined3d_private.h
View file @
49da36a5
...
...
@@ -1945,6 +1945,7 @@ void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target
struct
wined3d_surface
*
render_target
,
struct
wined3d_surface
*
depth_stencil
,
DWORD
location
)
DECLSPEC_HIDDEN
;
void
context_active_texture
(
struct
wined3d_context
*
context
,
const
struct
wined3d_gl_info
*
gl_info
,
unsigned
int
unit
)
DECLSPEC_HIDDEN
;
void
context_bind_bo
(
struct
wined3d_context
*
context
,
GLenum
binding
,
GLuint
name
)
DECLSPEC_HIDDEN
;
void
context_bind_dummy_textures
(
const
struct
wined3d_device
*
device
,
const
struct
wined3d_context
*
context
)
DECLSPEC_HIDDEN
;
void
context_bind_texture
(
struct
wined3d_context
*
context
,
GLenum
target
,
GLuint
name
)
DECLSPEC_HIDDEN
;
...
...
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