Commit aad6fb4a authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Explicitly pass a wined3d_state structure to context_apply_draw_state().

parent 5eedb704
...@@ -3318,9 +3318,9 @@ static void context_bind_shader_resources(struct wined3d_context *context, const ...@@ -3318,9 +3318,9 @@ static void context_bind_shader_resources(struct wined3d_context *context, const
} }
/* Context activation is done by the caller. */ /* Context activation is done by the caller. */
BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) BOOL context_apply_draw_state(struct wined3d_context *context,
const struct wined3d_device *device, const struct wined3d_state *state)
{ {
const struct wined3d_state *state = &device->state;
const struct StateEntry *state_table = context->state_table; const struct StateEntry *state_table = context->state_table;
const struct wined3d_fb_state *fb = state->fb; const struct wined3d_fb_state *fb = state->fb;
unsigned int i; unsigned int i;
......
...@@ -488,7 +488,7 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s ...@@ -488,7 +488,7 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
wined3d_surface_prepare(ds, context, location); wined3d_surface_prepare(ds, context, location);
} }
if (!context_apply_draw_state(context, device)) if (!context_apply_draw_state(context, device, state))
{ {
context_release(context); context_release(context);
WARN("Unable to apply draw state, skipping draw.\n"); WARN("Unable to apply draw state, skipping draw.\n");
......
...@@ -1582,7 +1582,8 @@ void context_alloc_occlusion_query(struct wined3d_context *context, ...@@ -1582,7 +1582,8 @@ void context_alloc_occlusion_query(struct wined3d_context *context,
void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN; void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state, BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN; UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN; BOOL context_apply_draw_state(struct wined3d_context *context,
const struct wined3d_device *device, const struct wined3d_state *state) DECLSPEC_HIDDEN;
void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target, 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; 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, void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
......
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