d3d11: Use wined3d_device_context_draw().

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 2021-03-27 14:34:24 -05:00 committed by Alexandre Julliard
parent 08e8cd1b01
commit 21c7719055
1 changed files with 4 additions and 4 deletions

View File

@ -589,13 +589,13 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_DrawIndexed(ID3D11DeviceCo
static void STDMETHODCALLTYPE d3d11_immediate_context_Draw(ID3D11DeviceContext1 *iface,
UINT vertex_count, UINT start_vertex_location)
{
struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface);
TRACE("iface %p, vertex_count %u, start_vertex_location %u.\n",
iface, vertex_count, start_vertex_location);
wined3d_mutex_lock();
wined3d_device_draw_primitive(device->wined3d_device, start_vertex_location, vertex_count);
wined3d_device_context_draw(context->wined3d_context, start_vertex_location, vertex_count, 0, 0);
wined3d_mutex_unlock();
}
@ -720,7 +720,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_DrawIndexedInstanced(ID3D1
static void STDMETHODCALLTYPE d3d11_immediate_context_DrawInstanced(ID3D11DeviceContext1 *iface,
UINT instance_vertex_count, UINT instance_count, UINT start_vertex_location, UINT start_instance_location)
{
struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface);
TRACE("iface %p, instance_vertex_count %u, instance_count %u, start_vertex_location %u, "
"start_instance_location %u.\n",
@ -728,7 +728,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_DrawInstanced(ID3D11Device
start_instance_location);
wined3d_mutex_lock();
wined3d_device_draw_primitive_instanced(device->wined3d_device, start_vertex_location,
wined3d_device_context_draw(context->wined3d_context, start_vertex_location,
instance_vertex_count, start_instance_location, instance_count);
wined3d_mutex_unlock();
}