d3d11: Use wined3d_device_context_set_index_buffer().
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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@ -686,14 +686,14 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_IASetVertexBuffers(ID3D11D
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static void STDMETHODCALLTYPE d3d11_immediate_context_IASetIndexBuffer(ID3D11DeviceContext1 *iface,
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static void STDMETHODCALLTYPE d3d11_immediate_context_IASetIndexBuffer(ID3D11DeviceContext1 *iface,
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ID3D11Buffer *buffer, DXGI_FORMAT format, UINT offset)
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ID3D11Buffer *buffer, DXGI_FORMAT format, UINT offset)
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{
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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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struct d3d_buffer *buffer_impl = unsafe_impl_from_ID3D11Buffer(buffer);
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struct d3d_buffer *buffer_impl = unsafe_impl_from_ID3D11Buffer(buffer);
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TRACE("iface %p, buffer %p, format %s, offset %u.\n",
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TRACE("iface %p, buffer %p, format %s, offset %u.\n",
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iface, buffer, debug_dxgi_format(format), offset);
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iface, buffer, debug_dxgi_format(format), offset);
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wined3d_mutex_lock();
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wined3d_mutex_lock();
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wined3d_device_set_index_buffer(device->wined3d_device,
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wined3d_device_context_set_index_buffer(context->wined3d_context,
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buffer_impl ? buffer_impl->wined3d_buffer : NULL,
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buffer_impl ? buffer_impl->wined3d_buffer : NULL,
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wined3dformat_from_dxgi_format(format), offset);
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wined3dformat_from_dxgi_format(format), offset);
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wined3d_mutex_unlock();
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wined3d_mutex_unlock();
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@ -2615,7 +2615,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_ClearState(ID3D11DeviceCon
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{
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{
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wined3d_device_context_set_stream_source(context->wined3d_context, i, NULL, 0, 0);
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wined3d_device_context_set_stream_source(context->wined3d_context, i, NULL, 0, 0);
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}
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}
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wined3d_device_set_index_buffer(device->wined3d_device, NULL, WINED3DFMT_UNKNOWN, 0);
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wined3d_device_context_set_index_buffer(context->wined3d_context, NULL, WINED3DFMT_UNKNOWN, 0);
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wined3d_device_set_vertex_declaration(device->wined3d_device, NULL);
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wined3d_device_set_vertex_declaration(device->wined3d_device, NULL);
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wined3d_device_set_primitive_type(device->wined3d_device, WINED3D_PT_UNDEFINED, 0);
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wined3d_device_set_primitive_type(device->wined3d_device, WINED3D_PT_UNDEFINED, 0);
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for (i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
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for (i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
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