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wined3d: Set the swapchain.c GLINFO_LOCATION to *gl_info.
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5178e475d6
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bcc4603125
@ -33,7 +33,7 @@
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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WINE_DECLARE_DEBUG_CHANNEL(fps);
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#define GLINFO_LOCATION This->device->adapter->gl_info
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#define GLINFO_LOCATION (*gl_info)
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/*IWineD3DSwapChain parts follow: */
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static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface)
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@ -217,6 +217,7 @@ static void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *
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static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
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const struct wined3d_gl_info *gl_info;
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struct wined3d_context *context;
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RECT src_rect, dst_rect;
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BOOL render_to_fbo;
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@ -233,6 +234,8 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
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return WINED3D_OK;
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}
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gl_info = context->gl_info;
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/* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
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if (This->device->bCursorVisible && This->device->cursorTexture)
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{
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@ -254,7 +257,7 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
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cursor.resource.ref = 1;
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cursor.resource.device = This->device;
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cursor.resource.pool = WINED3DPOOL_SCRATCH;
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cursor.resource.format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, context->gl_info);
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cursor.resource.format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
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cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
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cursor.texture_name = This->device->cursorTexture;
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cursor.texture_target = GL_TEXTURE_2D;
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@ -485,7 +488,7 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
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}
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if (This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE
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&& context->gl_info->supported[SGI_VIDEO_SYNC])
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&& gl_info->supported[SGI_VIDEO_SYNC])
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{
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retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync));
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if(retval != 0) {
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