wined3d: Use the context manager to create onscreen contexts.
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 397f637..f654b38 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -482,6 +482,8 @@
/* The actual opengl context */
GLXContext glCtx;
Drawable drawable;
+ Display *display;
+ BOOL isPBuffer;
};
typedef enum ContextUsage {
@@ -491,9 +493,7 @@
} ContextUsage;
void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
-WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, Window win);
-WineD3DContext *AddContext(IWineD3DDeviceImpl *This, GLXContext glCtx, Drawable drawable);
-void DeleteContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
+WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, Display *display, Window win);
void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
void set_render_target_fbo(IWineD3DDevice *iface, DWORD idx, IWineD3DSurface *render_target);
@@ -1335,11 +1335,6 @@
HWND win_handle;
Window win;
- Display *display;
-
- XVisualInfo *visInfo;
- GLXContext render_ctx;
- /* This has been left in device for now, but needs moving off into a rendertarget management class and separated out from swapchains and devices. */
} IWineD3DSwapChainImpl;
extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;