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>
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@ -1787,18 +1787,18 @@ static void wined3d_cs_exec_set_texture_state(struct wined3d_cs *cs, const void
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device_invalidate_state(cs->c.device, STATE_TEXTURESTAGE(op->stage, op->state));
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device_invalidate_state(cs->c.device, STATE_TEXTURESTAGE(op->stage, op->state));
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}
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}
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void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
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void wined3d_device_context_emit_set_texture_state(struct wined3d_device_context *context, unsigned int stage,
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enum wined3d_texture_stage_state state, DWORD value)
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enum wined3d_texture_stage_state state, unsigned int value)
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{
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{
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struct wined3d_cs_set_texture_state *op;
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struct wined3d_cs_set_texture_state *op;
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op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
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op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
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op->opcode = WINED3D_CS_OP_SET_TEXTURE_STATE;
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op->opcode = WINED3D_CS_OP_SET_TEXTURE_STATE;
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op->stage = stage;
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op->stage = stage;
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op->state = state;
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op->state = state;
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op->value = value;
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op->value = value;
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wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
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}
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}
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static void wined3d_cs_exec_set_sampler_state(struct wined3d_cs *cs, const void *data)
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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
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{
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{
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for (j = 0; j < WINED3D_HIGHEST_TEXTURE_STATE + 1; ++j)
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for (j = 0; j < WINED3D_HIGHEST_TEXTURE_STATE + 1; ++j)
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{
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{
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wined3d_cs_emit_set_texture_state(device->cs, i, j, state->texture_states[i][j]);
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wined3d_device_context_emit_set_texture_state(context, i, j, state->texture_states[i][j]);
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}
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}
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}
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}
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@ -3928,7 +3928,7 @@ static void wined3d_device_set_texture_stage_state(struct wined3d_device *device
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device->cs->c.state->texture_states[stage][state] = value;
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device->cs->c.state->texture_states[stage][state] = value;
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wined3d_cs_emit_set_texture_state(device->cs, stage, state, value);
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wined3d_device_context_emit_set_texture_state(&device->cs->c, stage, state, value);
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}
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}
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static void wined3d_device_set_texture(struct wined3d_device *device,
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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,
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enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
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enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
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void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
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UINT frequency, UINT flags) DECLSPEC_HIDDEN;
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UINT frequency, UINT flags) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
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enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
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void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
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const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
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const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
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@ -4828,6 +4826,8 @@ void wined3d_device_context_emit_set_stream_source(struct wined3d_device_context
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struct wined3d_buffer *buffer, unsigned int offset, unsigned int stride) DECLSPEC_HIDDEN;
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struct wined3d_buffer *buffer, unsigned int offset, unsigned int stride) DECLSPEC_HIDDEN;
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void wined3d_device_context_emit_set_texture(struct wined3d_device_context *context, unsigned int stage,
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void wined3d_device_context_emit_set_texture(struct wined3d_device_context *context, unsigned int stage,
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struct wined3d_texture *texture) DECLSPEC_HIDDEN;
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struct wined3d_texture *texture) DECLSPEC_HIDDEN;
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void wined3d_device_context_emit_set_texture_state(struct wined3d_device_context *context, unsigned int stage,
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enum wined3d_texture_stage_state state, unsigned int value) DECLSPEC_HIDDEN;
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void wined3d_device_context_emit_set_unordered_access_view(struct wined3d_device_context *context,
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void wined3d_device_context_emit_set_unordered_access_view(struct wined3d_device_context *context,
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enum wined3d_pipeline pipeline, unsigned int view_idx, struct wined3d_unordered_access_view *view,
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enum wined3d_pipeline pipeline, unsigned int view_idx, struct wined3d_unordered_access_view *view,
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unsigned int initial_count) DECLSPEC_HIDDEN;
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unsigned int initial_count) DECLSPEC_HIDDEN;
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