wined3d: Make some wined3d_device functions static.
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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6cb835f852
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3b0f0b8aef
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@ -1314,7 +1314,7 @@ HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *devi
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return WINED3D_OK;
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}
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HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
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static HRESULT wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
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{
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struct wined3d_stream_state *stream;
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UINT old_flags, old_freq;
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@ -1350,7 +1350,7 @@ HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *devic
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return WINED3D_OK;
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}
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void CDECL wined3d_device_set_transform(struct wined3d_device *device,
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static void wined3d_device_set_transform(struct wined3d_device *device,
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enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix)
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{
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TRACE("device %p, state %s, matrix %p.\n",
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@ -1376,7 +1376,7 @@ void CDECL wined3d_device_set_transform(struct wined3d_device *device,
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wined3d_cs_emit_set_transform(device->cs, d3dts, matrix);
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}
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void CDECL wined3d_device_get_transform(const struct wined3d_device *device,
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static void wined3d_device_get_transform(const struct wined3d_device *device,
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enum wined3d_transform_state state, struct wined3d_matrix *matrix)
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{
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TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
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@ -1391,7 +1391,7 @@ void CDECL wined3d_device_get_transform(const struct wined3d_device *device,
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* stateblock problems. When capturing the state block, I duplicate the
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* hashmap, but when recording, just build a chain pretty much of commands to
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* be replayed. */
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HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
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static HRESULT wined3d_device_set_light(struct wined3d_device *device,
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UINT light_idx, const struct wined3d_light *light)
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{
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struct wined3d_light_info *object = NULL;
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@ -1523,7 +1523,7 @@ HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
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return WINED3D_OK;
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}
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HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
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static HRESULT wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
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{
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struct wined3d_light_info *light_info;
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@ -1548,7 +1548,7 @@ HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UIN
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return WINED3D_OK;
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}
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HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device,
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static HRESULT wined3d_device_set_clip_plane(struct wined3d_device *device,
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UINT plane_idx, const struct wined3d_vec4 *plane)
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{
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TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
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@ -1594,7 +1594,7 @@ HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device
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return WINED3D_OK;
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}
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void CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
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static void wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
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{
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TRACE("device %p, material %p.\n", device, material);
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@ -1793,7 +1793,7 @@ DWORD CDECL wined3d_device_get_render_state(const struct wined3d_device *device,
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return device->state.render_states[state];
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}
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void CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
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static void wined3d_device_set_sampler_state(struct wined3d_device *device,
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UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
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{
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TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
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@ -2060,7 +2060,7 @@ struct wined3d_sampler * CDECL wined3d_device_get_vs_sampler(const struct wined3
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return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_VERTEX, idx);
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}
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HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
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static HRESULT wined3d_device_set_vs_consts_b(struct wined3d_device *device,
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unsigned int start_idx, unsigned int count, const BOOL *constants)
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{
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unsigned int i;
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@ -2086,7 +2086,7 @@ HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
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return WINED3D_OK;
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}
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HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
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static HRESULT wined3d_device_set_vs_consts_i(struct wined3d_device *device,
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unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants)
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{
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unsigned int i;
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@ -2112,7 +2112,7 @@ HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
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return WINED3D_OK;
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}
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HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
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static HRESULT wined3d_device_set_vs_consts_f(struct wined3d_device *device,
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unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
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{
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const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
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@ -2191,7 +2191,7 @@ struct wined3d_sampler * CDECL wined3d_device_get_ps_sampler(const struct wined3
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return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_PIXEL, idx);
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}
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HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
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static HRESULT wined3d_device_set_ps_consts_b(struct wined3d_device *device,
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unsigned int start_idx, unsigned int count, const BOOL *constants)
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{
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unsigned int i;
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@ -2217,7 +2217,7 @@ HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
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return WINED3D_OK;
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}
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HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
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static HRESULT wined3d_device_set_ps_consts_i(struct wined3d_device *device,
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unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants)
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{
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unsigned int i;
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@ -2243,7 +2243,7 @@ HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
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return WINED3D_OK;
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}
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HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
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static HRESULT wined3d_device_set_ps_consts_f(struct wined3d_device *device,
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unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
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{
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const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
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@ -3512,7 +3512,7 @@ HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
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return hr;
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}
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void CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
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static void wined3d_device_set_texture_stage_state(struct wined3d_device *device,
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UINT stage, enum wined3d_texture_stage_state state, DWORD value)
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{
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const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
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@ -3544,7 +3544,7 @@ void CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
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wined3d_cs_emit_set_texture_state(device->cs, stage, state, value);
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}
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void CDECL 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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UINT stage, struct wined3d_texture *texture)
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{
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struct wined3d_texture *prev;
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@ -101,7 +101,6 @@
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@ cdecl wined3d_device_get_stream_source(ptr long ptr ptr ptr)
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@ cdecl wined3d_device_get_swapchain(ptr long)
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@ cdecl wined3d_device_get_swapchain_count(ptr)
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@ cdecl wined3d_device_get_transform(ptr long ptr)
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@ cdecl wined3d_device_get_unordered_access_view(ptr long)
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@ cdecl wined3d_device_get_vertex_declaration(ptr)
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@ cdecl wined3d_device_get_vertex_shader(ptr)
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@ -116,7 +115,6 @@
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@ cdecl wined3d_device_resolve_sub_resource(ptr ptr long ptr long long)
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@ cdecl wined3d_device_set_base_vertex_index(ptr long)
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@ cdecl wined3d_device_set_blend_state(ptr ptr ptr)
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@ cdecl wined3d_device_set_clip_plane(ptr long ptr)
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@ cdecl wined3d_device_set_clip_status(ptr ptr)
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@ cdecl wined3d_device_set_compute_shader(ptr ptr)
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@ cdecl wined3d_device_set_constant_buffer(ptr long long ptr)
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@ -138,39 +136,25 @@
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@ cdecl wined3d_device_set_hs_sampler(ptr long ptr)
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@ cdecl wined3d_device_set_hull_shader(ptr ptr)
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@ cdecl wined3d_device_set_index_buffer(ptr ptr long long)
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@ cdecl wined3d_device_set_light(ptr long ptr)
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@ cdecl wined3d_device_set_light_enable(ptr long long)
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@ cdecl wined3d_device_set_material(ptr ptr)
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@ cdecl wined3d_device_set_max_frame_latency(ptr long)
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@ cdecl wined3d_device_set_multithreaded(ptr)
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@ cdecl wined3d_device_set_npatch_mode(ptr float)
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@ cdecl wined3d_device_set_pixel_shader(ptr ptr)
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@ cdecl wined3d_device_set_predication(ptr ptr long)
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@ cdecl wined3d_device_set_primitive_type(ptr long long)
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@ cdecl wined3d_device_set_ps_consts_b(ptr long long ptr)
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@ cdecl wined3d_device_set_ps_consts_f(ptr long long ptr)
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@ cdecl wined3d_device_set_ps_consts_i(ptr long long ptr)
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@ cdecl wined3d_device_set_ps_resource_view(ptr long ptr)
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@ cdecl wined3d_device_set_ps_sampler(ptr long ptr)
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@ cdecl wined3d_device_set_rasterizer_state(ptr ptr)
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@ cdecl wined3d_device_set_render_state(ptr long long)
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@ cdecl wined3d_device_set_rendertarget_view(ptr long ptr long)
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@ cdecl wined3d_device_set_sampler_state(ptr long long long)
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@ cdecl wined3d_device_set_scissor_rects(ptr long ptr)
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@ cdecl wined3d_device_set_software_vertex_processing(ptr long)
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@ cdecl wined3d_device_set_stream_output(ptr long ptr long)
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@ cdecl wined3d_device_set_stream_source(ptr long ptr long long)
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@ cdecl wined3d_device_set_stream_source_freq(ptr long long)
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@ cdecl wined3d_device_set_texture(ptr long ptr)
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@ cdecl wined3d_device_set_texture_stage_state(ptr long long long)
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@ cdecl wined3d_device_set_transform(ptr long ptr)
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@ cdecl wined3d_device_set_unordered_access_view(ptr long ptr long)
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@ cdecl wined3d_device_set_vertex_declaration(ptr ptr)
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@ cdecl wined3d_device_set_vertex_shader(ptr ptr)
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@ cdecl wined3d_device_set_viewports(ptr long ptr)
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@ cdecl wined3d_device_set_vs_consts_b(ptr long long ptr)
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@ cdecl wined3d_device_set_vs_consts_f(ptr long long ptr)
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@ cdecl wined3d_device_set_vs_consts_i(ptr long long ptr)
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@ cdecl wined3d_device_set_vs_resource_view(ptr long ptr)
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@ cdecl wined3d_device_set_vs_sampler(ptr long ptr)
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@ cdecl wined3d_device_show_cursor(ptr long)
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@ -2398,8 +2398,6 @@ HRESULT __cdecl wined3d_device_get_stream_source(const struct wined3d_device *de
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struct wined3d_swapchain * __cdecl wined3d_device_get_swapchain(const struct wined3d_device *device,
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UINT swapchain_idx);
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UINT __cdecl wined3d_device_get_swapchain_count(const struct wined3d_device *device);
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void __cdecl wined3d_device_get_transform(const struct wined3d_device *device,
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enum wined3d_transform_state state, struct wined3d_matrix *matrix);
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struct wined3d_unordered_access_view * __cdecl wined3d_device_get_unordered_access_view(
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const struct wined3d_device *device, unsigned int idx);
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struct wined3d_vertex_declaration * __cdecl wined3d_device_get_vertex_declaration(const struct wined3d_device *device);
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@ -2425,8 +2423,6 @@ void __cdecl wined3d_device_resolve_sub_resource(struct wined3d_device *device,
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void __cdecl wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index);
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void __cdecl wined3d_device_set_blend_state(struct wined3d_device *device, struct wined3d_blend_state *blend_state,
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const struct wined3d_color *blend_factor);
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HRESULT __cdecl wined3d_device_set_clip_plane(struct wined3d_device *device,
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UINT plane_idx, const struct wined3d_vec4 *plane);
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HRESULT __cdecl wined3d_device_set_clip_status(struct wined3d_device *device,
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const struct wined3d_clip_status *clip_status);
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void __cdecl wined3d_device_set_compute_shader(struct wined3d_device *device, struct wined3d_shader *shader);
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@ -2463,10 +2459,6 @@ void __cdecl wined3d_device_set_hs_sampler(struct wined3d_device *device,
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void __cdecl wined3d_device_set_hull_shader(struct wined3d_device *device, struct wined3d_shader *shader);
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void __cdecl wined3d_device_set_index_buffer(struct wined3d_device *device,
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struct wined3d_buffer *index_buffer, enum wined3d_format_id format_id, unsigned int offset);
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HRESULT __cdecl wined3d_device_set_light(struct wined3d_device *device,
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UINT light_idx, const struct wined3d_light *light);
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HRESULT __cdecl wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable);
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void __cdecl wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material);
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void __cdecl wined3d_device_set_max_frame_latency(struct wined3d_device *device, unsigned int max_frame_latency);
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void __cdecl wined3d_device_set_multithreaded(struct wined3d_device *device);
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HRESULT __cdecl wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments);
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struct wined3d_query *predicate, BOOL value);
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void __cdecl wined3d_device_set_primitive_type(struct wined3d_device *device,
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enum wined3d_primitive_type primitive_topology, unsigned int patch_vertex_count);
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HRESULT __cdecl wined3d_device_set_ps_consts_b(struct wined3d_device *device,
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unsigned int start_idx, unsigned int count, const BOOL *constants);
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HRESULT __cdecl wined3d_device_set_ps_consts_f(struct wined3d_device *device,
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unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants);
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HRESULT __cdecl wined3d_device_set_ps_consts_i(struct wined3d_device *device,
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unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants);
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void __cdecl wined3d_device_set_ps_resource_view(struct wined3d_device *device,
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UINT idx, struct wined3d_shader_resource_view *view);
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void __cdecl wined3d_device_set_ps_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler);
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enum wined3d_render_state state, DWORD value);
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HRESULT __cdecl wined3d_device_set_rendertarget_view(struct wined3d_device *device,
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unsigned int view_idx, struct wined3d_rendertarget_view *view, BOOL set_viewport);
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void __cdecl wined3d_device_set_sampler_state(struct wined3d_device *device,
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UINT sampler_idx, enum wined3d_sampler_state state, DWORD value);
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void __cdecl wined3d_device_set_scissor_rects(struct wined3d_device *device,
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unsigned int rect_count, const RECT *rect);
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void __cdecl wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software);
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@ -2499,12 +2483,6 @@ void __cdecl wined3d_device_set_stream_output(struct wined3d_device *device, UIN
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struct wined3d_buffer *buffer, UINT offset);
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HRESULT __cdecl wined3d_device_set_stream_source(struct wined3d_device *device,
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UINT stream_idx, struct wined3d_buffer *buffer, UINT offset, UINT stride);
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HRESULT __cdecl wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider);
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void __cdecl wined3d_device_set_texture(struct wined3d_device *device, UINT stage, struct wined3d_texture *texture);
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void __cdecl wined3d_device_set_texture_stage_state(struct wined3d_device *device,
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UINT stage, enum wined3d_texture_stage_state state, DWORD value);
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void __cdecl wined3d_device_set_transform(struct wined3d_device *device,
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enum wined3d_transform_state state, const struct wined3d_matrix *matrix);
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void __cdecl wined3d_device_set_unordered_access_view(struct wined3d_device *device,
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unsigned int idx, struct wined3d_unordered_access_view *uav, unsigned int initial_count);
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void __cdecl wined3d_device_set_vertex_declaration(struct wined3d_device *device,
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@ -2512,12 +2490,6 @@ void __cdecl wined3d_device_set_vertex_declaration(struct wined3d_device *device
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void __cdecl wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader);
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void __cdecl wined3d_device_set_viewports(struct wined3d_device *device, unsigned int viewport_count,
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const struct wined3d_viewport *viewports);
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HRESULT __cdecl wined3d_device_set_vs_consts_b(struct wined3d_device *device,
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unsigned int start_idx, unsigned int count, const BOOL *constants);
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HRESULT __cdecl wined3d_device_set_vs_consts_f(struct wined3d_device *device,
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unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants);
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HRESULT __cdecl wined3d_device_set_vs_consts_i(struct wined3d_device *device,
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unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants);
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void __cdecl wined3d_device_set_vs_resource_view(struct wined3d_device *device,
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UINT idx, struct wined3d_shader_resource_view *view);
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||||
void __cdecl wined3d_device_set_vs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler);
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||||
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Reference in New Issue