d3d11: Use wined3d_device_context_draw_indexed().
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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@ -576,14 +576,14 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_VSSetShader(ID3D11DeviceCo
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static void STDMETHODCALLTYPE d3d11_immediate_context_DrawIndexed(ID3D11DeviceContext1 *iface,
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UINT index_count, UINT start_index_location, INT base_vertex_location)
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{
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struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
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struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface);
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TRACE("iface %p, index_count %u, start_index_location %u, base_vertex_location %d.\n",
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iface, index_count, start_index_location, base_vertex_location);
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wined3d_mutex_lock();
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wined3d_device_set_base_vertex_index(device->wined3d_device, base_vertex_location);
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wined3d_device_draw_indexed_primitive(device->wined3d_device, start_index_location, index_count);
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wined3d_device_context_draw_indexed(context->wined3d_context,
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base_vertex_location, start_index_location, index_count, 0, 0);
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wined3d_mutex_unlock();
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}
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@ -704,7 +704,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_DrawIndexedInstanced(ID3D1
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UINT instance_index_count, UINT instance_count, UINT start_index_location, INT base_vertex_location,
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UINT start_instance_location)
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{
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struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
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struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface);
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TRACE("iface %p, instance_index_count %u, instance_count %u, start_index_location %u, "
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"base_vertex_location %d, start_instance_location %u.\n",
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@ -712,9 +712,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_DrawIndexedInstanced(ID3D1
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base_vertex_location, start_instance_location);
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wined3d_mutex_lock();
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wined3d_device_set_base_vertex_index(device->wined3d_device, base_vertex_location);
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wined3d_device_draw_indexed_primitive_instanced(device->wined3d_device, start_index_location,
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instance_index_count, start_instance_location, instance_count);
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wined3d_device_context_draw_indexed(context->wined3d_context, base_vertex_location,
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start_index_location, instance_index_count, start_instance_location, instance_count);
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wined3d_mutex_unlock();
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}
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