d3d11: Make d3d11 *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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@ -97,6 +97,32 @@ static ULONG STDMETHODCALLTYPE d3d11_immediate_context_Release(ID3D11DeviceConte
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return refcount;
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}
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static void d3d11_immediate_context_get_constant_buffers(ID3D11DeviceContext1 *iface,
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enum wined3d_shader_type type, UINT start_slot, UINT buffer_count, ID3D11Buffer **buffers)
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{
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struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(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->ID3D11Buffer_iface;
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ID3D11Buffer_AddRef(buffers[i]);
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}
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wined3d_mutex_unlock();
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}
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static void d3d11_immediate_context_set_constant_buffers(ID3D11DeviceContext1 *iface,
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enum wined3d_shader_type type, UINT start_slot, UINT buffer_count, ID3D11Buffer *const *buffers)
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{
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@ -1411,29 +1437,11 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_CSSetConstantBuffers(ID3D1
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static void STDMETHODCALLTYPE d3d11_immediate_context_VSGetConstantBuffers(ID3D11DeviceContext1 *iface,
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UINT start_slot, UINT buffer_count, ID3D11Buffer **buffers)
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{
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struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(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->ID3D11Buffer_iface;
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ID3D11Buffer_AddRef(buffers[i]);
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}
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wined3d_mutex_unlock();
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d3d11_immediate_context_get_constant_buffers(iface, WINED3D_SHADER_TYPE_VERTEX, start_slot,
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buffer_count, buffers);
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}
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static void STDMETHODCALLTYPE d3d11_immediate_context_PSGetShaderResources(ID3D11DeviceContext1 *iface,
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@ -1553,29 +1561,11 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_VSGetShader(ID3D11DeviceCo
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static void STDMETHODCALLTYPE d3d11_immediate_context_PSGetConstantBuffers(ID3D11DeviceContext1 *iface,
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UINT start_slot, UINT buffer_count, ID3D11Buffer **buffers)
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{
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struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(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->ID3D11Buffer_iface;
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ID3D11Buffer_AddRef(buffers[i]);
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}
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wined3d_mutex_unlock();
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d3d11_immediate_context_get_constant_buffers(iface, WINED3D_SHADER_TYPE_PIXEL, start_slot,
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buffer_count, buffers);
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}
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static void STDMETHODCALLTYPE d3d11_immediate_context_IAGetInputLayout(ID3D11DeviceContext1 *iface,
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@ -1666,29 +1656,11 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_IAGetIndexBuffer(ID3D11Dev
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static void STDMETHODCALLTYPE d3d11_immediate_context_GSGetConstantBuffers(ID3D11DeviceContext1 *iface,
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UINT start_slot, UINT buffer_count, ID3D11Buffer **buffers)
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{
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struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(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->ID3D11Buffer_iface;
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ID3D11Buffer_AddRef(buffers[i]);
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}
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wined3d_mutex_unlock();
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d3d11_immediate_context_get_constant_buffers(iface, WINED3D_SHADER_TYPE_GEOMETRY, start_slot,
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buffer_count, buffers);
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}
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static void STDMETHODCALLTYPE d3d11_immediate_context_GSGetShader(ID3D11DeviceContext1 *iface,
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@ -2193,28 +2165,11 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_HSGetSamplers(ID3D11Device
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static void STDMETHODCALLTYPE d3d11_immediate_context_HSGetConstantBuffers(ID3D11DeviceContext1 *iface,
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UINT start_slot, UINT buffer_count, ID3D11Buffer **buffers)
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{
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struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(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_hs_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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ID3D11Buffer_AddRef(buffers[i] = &buffer_impl->ID3D11Buffer_iface);
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}
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wined3d_mutex_unlock();
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d3d11_immediate_context_get_constant_buffers(iface, WINED3D_SHADER_TYPE_HULL, start_slot,
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buffer_count, buffers);
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}
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static void STDMETHODCALLTYPE d3d11_immediate_context_DSGetShaderResources(ID3D11DeviceContext1 *iface,
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@ -2302,28 +2257,11 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_DSGetSamplers(ID3D11Device
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static void STDMETHODCALLTYPE d3d11_immediate_context_DSGetConstantBuffers(ID3D11DeviceContext1 *iface,
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UINT start_slot, UINT buffer_count, ID3D11Buffer **buffers)
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{
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struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(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_ds_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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ID3D11Buffer_AddRef(buffers[i] = &buffer_impl->ID3D11Buffer_iface);
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}
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wined3d_mutex_unlock();
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d3d11_immediate_context_get_constant_buffers(iface, WINED3D_SHADER_TYPE_DOMAIN, start_slot,
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buffer_count, buffers);
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}
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static void STDMETHODCALLTYPE d3d11_immediate_context_CSGetShaderResources(ID3D11DeviceContext1 *iface,
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@ -2436,28 +2374,11 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_CSGetSamplers(ID3D11Device
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static void STDMETHODCALLTYPE d3d11_immediate_context_CSGetConstantBuffers(ID3D11DeviceContext1 *iface,
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UINT start_slot, UINT buffer_count, ID3D11Buffer **buffers)
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{
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struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(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_cs_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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ID3D11Buffer_AddRef(buffers[i] = &buffer_impl->ID3D11Buffer_iface);
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}
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wined3d_mutex_unlock();
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d3d11_immediate_context_get_constant_buffers(iface, WINED3D_SHADER_TYPE_COMPUTE, start_slot,
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buffer_count, buffers);
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}
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static void STDMETHODCALLTYPE d3d11_immediate_context_ClearState(ID3D11DeviceContext1 *iface)
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