wined3d: Pass a wined3d_device_context to wined3d_cs_emit_set_texture_state().

Signed-off-by: Zebediah Figura <z.figura12@gmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Zebediah Figura 2021-05-12 11:10:01 -05:00 committed by Alexandre Julliard
parent 8853b1007e
commit 026a082daf
3 changed files with 8 additions and 8 deletions

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@ -1787,18 +1787,18 @@ static void wined3d_cs_exec_set_texture_state(struct wined3d_cs *cs, const void
device_invalidate_state(cs->c.device, STATE_TEXTURESTAGE(op->stage, op->state));
}
void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
enum wined3d_texture_stage_state state, DWORD value)
void wined3d_device_context_emit_set_texture_state(struct wined3d_device_context *context, unsigned int stage,
enum wined3d_texture_stage_state state, unsigned int value)
{
struct wined3d_cs_set_texture_state *op;
op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_SET_TEXTURE_STATE;
op->stage = stage;
op->state = state;
op->value = value;
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_sampler_state(struct wined3d_cs *cs, const void *data)

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@ -1826,7 +1826,7 @@ void CDECL wined3d_device_set_state(struct wined3d_device *device, struct wined3
{
for (j = 0; j < WINED3D_HIGHEST_TEXTURE_STATE + 1; ++j)
{
wined3d_cs_emit_set_texture_state(device->cs, i, j, state->texture_states[i][j]);
wined3d_device_context_emit_set_texture_state(context, i, j, state->texture_states[i][j]);
}
}
@ -3928,7 +3928,7 @@ static void wined3d_device_set_texture_stage_state(struct wined3d_device *device
device->cs->c.state->texture_states[stage][state] = value;
wined3d_cs_emit_set_texture_state(device->cs, stage, state, value);
wined3d_device_context_emit_set_texture_state(&device->cs->c, stage, state, value);
}
static void wined3d_device_set_texture(struct wined3d_device *device,

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@ -4759,8 +4759,6 @@ void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
UINT frequency, UINT flags) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
@ -4828,6 +4826,8 @@ void wined3d_device_context_emit_set_stream_source(struct wined3d_device_context
struct wined3d_buffer *buffer, unsigned int offset, unsigned int stride) DECLSPEC_HIDDEN;
void wined3d_device_context_emit_set_texture(struct wined3d_device_context *context, unsigned int stage,
struct wined3d_texture *texture) DECLSPEC_HIDDEN;
void wined3d_device_context_emit_set_texture_state(struct wined3d_device_context *context, unsigned int stage,
enum wined3d_texture_stage_state state, unsigned int value) DECLSPEC_HIDDEN;
void wined3d_device_context_emit_set_unordered_access_view(struct wined3d_device_context *context,
enum wined3d_pipeline pipeline, unsigned int view_idx, struct wined3d_unordered_access_view *view,
unsigned int initial_count) DECLSPEC_HIDDEN;