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>
This commit is contained in:
Pablo Martin 2018-05-29 08:39:56 +02:00 committed by Alexandre Julliard
parent 537c9dab9f
commit 7d9e02fc94
1 changed files with 38 additions and 117 deletions

View File

@ -97,6 +97,32 @@ static ULONG STDMETHODCALLTYPE d3d11_immediate_context_Release(ID3D11DeviceConte
return refcount;
}
static void d3d11_immediate_context_get_constant_buffers(ID3D11DeviceContext1 *iface,
enum wined3d_shader_type type, UINT start_slot, UINT buffer_count, ID3D11Buffer **buffers)
{
struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
unsigned int i;
wined3d_mutex_lock();
for (i = 0; i < buffer_count; ++i)
{
struct wined3d_buffer *wined3d_buffer;
struct d3d_buffer *buffer_impl;
if (!(wined3d_buffer = wined3d_device_get_constant_buffer(device->wined3d_device,
type, start_slot + i)))
{
buffers[i] = NULL;
continue;
}
buffer_impl = wined3d_buffer_get_parent(wined3d_buffer);
buffers[i] = &buffer_impl->ID3D11Buffer_iface;
ID3D11Buffer_AddRef(buffers[i]);
}
wined3d_mutex_unlock();
}
static void d3d11_immediate_context_set_constant_buffers(ID3D11DeviceContext1 *iface,
enum wined3d_shader_type type, UINT start_slot, UINT buffer_count, ID3D11Buffer *const *buffers)
{
@ -1411,29 +1437,11 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_CSSetConstantBuffers(ID3D1
static void STDMETHODCALLTYPE d3d11_immediate_context_VSGetConstantBuffers(ID3D11DeviceContext1 *iface,
UINT start_slot, UINT buffer_count, ID3D11Buffer **buffers)
{
struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n",
iface, start_slot, buffer_count, buffers);
wined3d_mutex_lock();
for (i = 0; i < buffer_count; ++i)
{
struct wined3d_buffer *wined3d_buffer;
struct d3d_buffer *buffer_impl;
if (!(wined3d_buffer = wined3d_device_get_vs_cb(device->wined3d_device, start_slot + i)))
{
buffers[i] = NULL;
continue;
}
buffer_impl = wined3d_buffer_get_parent(wined3d_buffer);
buffers[i] = &buffer_impl->ID3D11Buffer_iface;
ID3D11Buffer_AddRef(buffers[i]);
}
wined3d_mutex_unlock();
d3d11_immediate_context_get_constant_buffers(iface, WINED3D_SHADER_TYPE_VERTEX, start_slot,
buffer_count, buffers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_PSGetShaderResources(ID3D11DeviceContext1 *iface,
@ -1553,29 +1561,11 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_VSGetShader(ID3D11DeviceCo
static void STDMETHODCALLTYPE d3d11_immediate_context_PSGetConstantBuffers(ID3D11DeviceContext1 *iface,
UINT start_slot, UINT buffer_count, ID3D11Buffer **buffers)
{
struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n",
iface, start_slot, buffer_count, buffers);
wined3d_mutex_lock();
for (i = 0; i < buffer_count; ++i)
{
struct wined3d_buffer *wined3d_buffer;
struct d3d_buffer *buffer_impl;
if (!(wined3d_buffer = wined3d_device_get_ps_cb(device->wined3d_device, start_slot + i)))
{
buffers[i] = NULL;
continue;
}
buffer_impl = wined3d_buffer_get_parent(wined3d_buffer);
buffers[i] = &buffer_impl->ID3D11Buffer_iface;
ID3D11Buffer_AddRef(buffers[i]);
}
wined3d_mutex_unlock();
d3d11_immediate_context_get_constant_buffers(iface, WINED3D_SHADER_TYPE_PIXEL, start_slot,
buffer_count, buffers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_IAGetInputLayout(ID3D11DeviceContext1 *iface,
@ -1666,29 +1656,11 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_IAGetIndexBuffer(ID3D11Dev
static void STDMETHODCALLTYPE d3d11_immediate_context_GSGetConstantBuffers(ID3D11DeviceContext1 *iface,
UINT start_slot, UINT buffer_count, ID3D11Buffer **buffers)
{
struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n",
iface, start_slot, buffer_count, buffers);
wined3d_mutex_lock();
for (i = 0; i < buffer_count; ++i)
{
struct wined3d_buffer *wined3d_buffer;
struct d3d_buffer *buffer_impl;
if (!(wined3d_buffer = wined3d_device_get_gs_cb(device->wined3d_device, start_slot + i)))
{
buffers[i] = NULL;
continue;
}
buffer_impl = wined3d_buffer_get_parent(wined3d_buffer);
buffers[i] = &buffer_impl->ID3D11Buffer_iface;
ID3D11Buffer_AddRef(buffers[i]);
}
wined3d_mutex_unlock();
d3d11_immediate_context_get_constant_buffers(iface, WINED3D_SHADER_TYPE_GEOMETRY, start_slot,
buffer_count, buffers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_GSGetShader(ID3D11DeviceContext1 *iface,
@ -2193,28 +2165,11 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_HSGetSamplers(ID3D11Device
static void STDMETHODCALLTYPE d3d11_immediate_context_HSGetConstantBuffers(ID3D11DeviceContext1 *iface,
UINT start_slot, UINT buffer_count, ID3D11Buffer **buffers)
{
struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n",
iface, start_slot, buffer_count, buffers);
wined3d_mutex_lock();
for (i = 0; i < buffer_count; ++i)
{
struct wined3d_buffer *wined3d_buffer;
struct d3d_buffer *buffer_impl;
if (!(wined3d_buffer = wined3d_device_get_hs_cb(device->wined3d_device, start_slot + i)))
{
buffers[i] = NULL;
continue;
}
buffer_impl = wined3d_buffer_get_parent(wined3d_buffer);
ID3D11Buffer_AddRef(buffers[i] = &buffer_impl->ID3D11Buffer_iface);
}
wined3d_mutex_unlock();
d3d11_immediate_context_get_constant_buffers(iface, WINED3D_SHADER_TYPE_HULL, start_slot,
buffer_count, buffers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_DSGetShaderResources(ID3D11DeviceContext1 *iface,
@ -2302,28 +2257,11 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_DSGetSamplers(ID3D11Device
static void STDMETHODCALLTYPE d3d11_immediate_context_DSGetConstantBuffers(ID3D11DeviceContext1 *iface,
UINT start_slot, UINT buffer_count, ID3D11Buffer **buffers)
{
struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n",
iface, start_slot, buffer_count, buffers);
wined3d_mutex_lock();
for (i = 0; i < buffer_count; ++i)
{
struct wined3d_buffer *wined3d_buffer;
struct d3d_buffer *buffer_impl;
if (!(wined3d_buffer = wined3d_device_get_ds_cb(device->wined3d_device, start_slot + i)))
{
buffers[i] = NULL;
continue;
}
buffer_impl = wined3d_buffer_get_parent(wined3d_buffer);
ID3D11Buffer_AddRef(buffers[i] = &buffer_impl->ID3D11Buffer_iface);
}
wined3d_mutex_unlock();
d3d11_immediate_context_get_constant_buffers(iface, WINED3D_SHADER_TYPE_DOMAIN, start_slot,
buffer_count, buffers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_CSGetShaderResources(ID3D11DeviceContext1 *iface,
@ -2436,28 +2374,11 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_CSGetSamplers(ID3D11Device
static void STDMETHODCALLTYPE d3d11_immediate_context_CSGetConstantBuffers(ID3D11DeviceContext1 *iface,
UINT start_slot, UINT buffer_count, ID3D11Buffer **buffers)
{
struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n",
iface, start_slot, buffer_count, buffers);
wined3d_mutex_lock();
for (i = 0; i < buffer_count; ++i)
{
struct wined3d_buffer *wined3d_buffer;
struct d3d_buffer *buffer_impl;
if (!(wined3d_buffer = wined3d_device_get_cs_cb(device->wined3d_device, start_slot + i)))
{
buffers[i] = NULL;
continue;
}
buffer_impl = wined3d_buffer_get_parent(wined3d_buffer);
ID3D11Buffer_AddRef(buffers[i] = &buffer_impl->ID3D11Buffer_iface);
}
wined3d_mutex_unlock();
d3d11_immediate_context_get_constant_buffers(iface, WINED3D_SHADER_TYPE_COMPUTE, start_slot,
buffer_count, buffers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_ClearState(ID3D11DeviceContext1 *iface)