d3d11: Make d3d10 *GetConstantBuffers use a helper method.
Signed-off-by: Pablo Martin <pmart-wine@riseup.net> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -3890,6 +3890,32 @@ static ULONG STDMETHODCALLTYPE d3d10_device_Release(ID3D10Device1 *iface)
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/* ID3D10Device methods */
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static void d3d10_device_get_constant_buffers(ID3D10Device1 *iface,
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enum wined3d_shader_type type, UINT start_slot, UINT buffer_count, ID3D10Buffer **buffers)
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{
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struct d3d_device *device = impl_from_ID3D10Device(iface);
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unsigned int i;
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wined3d_mutex_lock();
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for (i = 0; i < buffer_count; ++i)
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{
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struct wined3d_buffer *wined3d_buffer;
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struct d3d_buffer *buffer_impl;
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if (!(wined3d_buffer = wined3d_device_get_constant_buffer(device->wined3d_device,
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type, start_slot + i)))
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{
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buffers[i] = NULL;
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continue;
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}
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buffer_impl = wined3d_buffer_get_parent(wined3d_buffer);
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buffers[i] = &buffer_impl->ID3D10Buffer_iface;
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ID3D10Buffer_AddRef(buffers[i]);
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}
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wined3d_mutex_unlock();
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}
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static void d3d10_device_set_constant_buffers(ID3D10Device1 *iface,
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enum wined3d_shader_type type, UINT start_slot, UINT buffer_count, ID3D10Buffer *const *buffers)
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{
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@ -4511,29 +4537,11 @@ static void STDMETHODCALLTYPE d3d10_device_ResolveSubresource(ID3D10Device1 *ifa
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static void STDMETHODCALLTYPE d3d10_device_VSGetConstantBuffers(ID3D10Device1 *iface,
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UINT start_slot, UINT buffer_count, ID3D10Buffer **buffers)
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{
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struct d3d_device *device = impl_from_ID3D10Device(iface);
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unsigned int i;
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TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n",
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iface, start_slot, buffer_count, buffers);
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wined3d_mutex_lock();
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for (i = 0; i < buffer_count; ++i)
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{
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struct wined3d_buffer *wined3d_buffer;
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struct d3d_buffer *buffer_impl;
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if (!(wined3d_buffer = wined3d_device_get_vs_cb(device->wined3d_device, start_slot + i)))
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{
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buffers[i] = NULL;
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continue;
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}
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buffer_impl = wined3d_buffer_get_parent(wined3d_buffer);
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buffers[i] = &buffer_impl->ID3D10Buffer_iface;
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ID3D10Buffer_AddRef(buffers[i]);
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}
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wined3d_mutex_unlock();
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d3d10_device_get_constant_buffers(iface, WINED3D_SHADER_TYPE_VERTEX, start_slot, buffer_count,
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buffers);
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}
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static void STDMETHODCALLTYPE d3d10_device_PSGetShaderResources(ID3D10Device1 *iface,
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@ -4639,29 +4647,11 @@ static void STDMETHODCALLTYPE d3d10_device_VSGetShader(ID3D10Device1 *iface, ID3
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static void STDMETHODCALLTYPE d3d10_device_PSGetConstantBuffers(ID3D10Device1 *iface,
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UINT start_slot, UINT buffer_count, ID3D10Buffer **buffers)
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{
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struct d3d_device *device = impl_from_ID3D10Device(iface);
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unsigned int i;
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TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n",
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iface, start_slot, buffer_count, buffers);
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wined3d_mutex_lock();
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for (i = 0; i < buffer_count; ++i)
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{
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struct wined3d_buffer *wined3d_buffer;
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struct d3d_buffer *buffer_impl;
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if (!(wined3d_buffer = wined3d_device_get_ps_cb(device->wined3d_device, start_slot + i)))
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{
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buffers[i] = NULL;
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continue;
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}
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buffer_impl = wined3d_buffer_get_parent(wined3d_buffer);
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buffers[i] = &buffer_impl->ID3D10Buffer_iface;
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ID3D10Buffer_AddRef(buffers[i]);
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}
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wined3d_mutex_unlock();
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d3d10_device_get_constant_buffers(iface, WINED3D_SHADER_TYPE_PIXEL, start_slot, buffer_count,
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buffers);
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}
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static void STDMETHODCALLTYPE d3d10_device_IAGetInputLayout(ID3D10Device1 *iface, ID3D10InputLayout **input_layout)
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@ -4747,29 +4737,11 @@ static void STDMETHODCALLTYPE d3d10_device_IAGetIndexBuffer(ID3D10Device1 *iface
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static void STDMETHODCALLTYPE d3d10_device_GSGetConstantBuffers(ID3D10Device1 *iface,
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UINT start_slot, UINT buffer_count, ID3D10Buffer **buffers)
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{
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struct d3d_device *device = impl_from_ID3D10Device(iface);
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unsigned int i;
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TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n",
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iface, start_slot, buffer_count, buffers);
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wined3d_mutex_lock();
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for (i = 0; i < buffer_count; ++i)
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{
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struct wined3d_buffer *wined3d_buffer;
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struct d3d_buffer *buffer_impl;
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if (!(wined3d_buffer = wined3d_device_get_gs_cb(device->wined3d_device, start_slot + i)))
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{
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buffers[i] = NULL;
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continue;
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}
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buffer_impl = wined3d_buffer_get_parent(wined3d_buffer);
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buffers[i] = &buffer_impl->ID3D10Buffer_iface;
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ID3D10Buffer_AddRef(buffers[i]);
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}
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wined3d_mutex_unlock();
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d3d10_device_get_constant_buffers(iface, WINED3D_SHADER_TYPE_GEOMETRY, start_slot, buffer_count,
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buffers);
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}
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static void STDMETHODCALLTYPE d3d10_device_GSGetShader(ID3D10Device1 *iface, ID3D10GeometryShader **shader)
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