wined3d: Pass a wined3d_device_context to wined3d_cs_emit_set_sampler_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 11:10:02 -05:00 committed by Alexandre Julliard
parent 026a082daf
commit 29e1fcdac7
4 changed files with 9 additions and 9 deletions

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@ -1809,18 +1809,18 @@ static void wined3d_cs_exec_set_sampler_state(struct wined3d_cs *cs, const void
device_invalidate_state(cs->c.device, STATE_SAMPLER(op->sampler_idx));
}
void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
enum wined3d_sampler_state state, DWORD value)
void wined3d_device_context_emit_set_sampler_state(struct wined3d_device_context *context, unsigned int sampler_idx,
enum wined3d_sampler_state state, unsigned int value)
{
struct wined3d_cs_set_sampler_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_SAMPLER_STATE;
op->sampler_idx = sampler_idx;
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_transform(struct wined3d_cs *cs, const void *data)

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@ -1707,7 +1707,7 @@ static void wined3d_device_set_sampler_state(struct wined3d_device *device,
}
device->cs->c.state->sampler_states[sampler_idx][state] = value;
wined3d_cs_emit_set_sampler_state(device->cs, sampler_idx, state, value);
wined3d_device_context_emit_set_sampler_state(&device->cs->c, sampler_idx, state, value);
}
void CDECL wined3d_device_set_scissor_rects(struct wined3d_device *device, unsigned int rect_count,
@ -1818,7 +1818,7 @@ void CDECL wined3d_device_set_state(struct wined3d_device *device, struct wined3
wined3d_device_context_emit_set_texture(context, i, state->textures[i]);
for (j = 0; j < WINED3D_HIGHEST_SAMPLER_STATE + 1; ++j)
{
wined3d_cs_emit_set_sampler_state(device->cs, i, j, state->sampler_states[i][j]);
wined3d_device_context_emit_set_sampler_state(context, i, j, state->sampler_states[i][j]);
}
}

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@ -1741,7 +1741,7 @@ DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
wined3d_texture_gl(texture)->texture_rgb.base_level = ~0u;
wined3d_texture_gl(texture)->texture_srgb.base_level = ~0u;
if (resource->bind_count)
wined3d_cs_emit_set_sampler_state(device->cs, texture->sampler, WINED3D_SAMP_MAX_MIP_LEVEL,
wined3d_device_context_emit_set_sampler_state(&device->cs->c, texture->sampler, WINED3D_SAMP_MAX_MIP_LEVEL,
device->cs->c.state->sampler_states[texture->sampler][WINED3D_SAMP_MAX_MIP_LEVEL]);
}

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@ -4755,8 +4755,6 @@ void wined3d_cs_emit_set_light_enable(struct wined3d_cs *cs, unsigned int idx, B
void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
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_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
@ -4813,6 +4811,8 @@ void wined3d_device_context_emit_set_rendertarget_view(struct wined3d_device_con
struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
void wined3d_device_context_emit_set_sampler(struct wined3d_device_context *context, enum wined3d_shader_type type,
unsigned int sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
void wined3d_device_context_emit_set_sampler_state(struct wined3d_device_context *context, unsigned int sampler_idx,
enum wined3d_sampler_state state, unsigned int value) DECLSPEC_HIDDEN;
void wined3d_device_context_emit_set_scissor_rects(struct wined3d_device_context *context,
unsigned int rect_count, const RECT *rects) DECLSPEC_HIDDEN;
void wined3d_device_context_emit_set_shader(struct wined3d_device_context *context, enum wined3d_shader_type type,