d3d11: Use wined3d_device_context_dispatch().

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 2021-03-25 22:09:53 -05:00 committed by Alexandre Julliard
parent 324aa0a9f6
commit 3ffef8fc95
1 changed files with 2 additions and 2 deletions

View File

@ -1114,13 +1114,13 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_DrawInstancedIndirect(ID3D
static void STDMETHODCALLTYPE d3d11_immediate_context_Dispatch(ID3D11DeviceContext1 *iface,
UINT thread_group_count_x, UINT thread_group_count_y, UINT thread_group_count_z)
{
struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface);
TRACE("iface %p, thread_group_count_x %u, thread_group_count_y %u, thread_group_count_z %u.\n",
iface, thread_group_count_x, thread_group_count_y, thread_group_count_z);
wined3d_mutex_lock();
wined3d_device_dispatch_compute(device->wined3d_device,
wined3d_device_context_dispatch(context->wined3d_context,
thread_group_count_x, thread_group_count_y, thread_group_count_z);
wined3d_mutex_unlock();
}