d3d11: Use wined3d_device_context_set_viewports().
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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@ -1162,7 +1162,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_RSSetState(ID3D11DeviceCon
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static void STDMETHODCALLTYPE d3d11_immediate_context_RSSetViewports(ID3D11DeviceContext1 *iface,
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UINT viewport_count, const D3D11_VIEWPORT *viewports)
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{
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struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
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struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface);
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struct wined3d_viewport wined3d_vp[WINED3D_MAX_VIEWPORTS];
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unsigned int i;
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@ -1182,7 +1182,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_RSSetViewports(ID3D11Devic
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}
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wined3d_mutex_lock();
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wined3d_device_set_viewports(device->wined3d_device, viewport_count, wined3d_vp);
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wined3d_device_context_set_viewports(context->wined3d_context, viewport_count, wined3d_vp);
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wined3d_mutex_unlock();
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}
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