diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c index 941e61f4b5a..e045e8f7087 100644 --- a/dlls/d3d11/device.c +++ b/dlls/d3d11/device.c @@ -499,7 +499,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_VSSetConstantBuffers(ID3D1 static void STDMETHODCALLTYPE d3d11_immediate_context_PSSetShaderResources(ID3D11DeviceContext1 *iface, UINT start_slot, UINT view_count, ID3D11ShaderResourceView *const *views) { - struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface); + struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface); unsigned int i; TRACE("iface %p, start_slot %u, view_count %u, views %p.\n", @@ -510,8 +510,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_PSSetShaderResources(ID3D1 { struct d3d_shader_resource_view *view = unsafe_impl_from_ID3D11ShaderResourceView(views[i]); - wined3d_device_set_ps_resource_view(device->wined3d_device, start_slot + i, - view ? view->wined3d_view : NULL); + wined3d_device_context_set_shader_resource_view(context->wined3d_context, WINED3D_SHADER_TYPE_PIXEL, + start_slot + i, view ? view->wined3d_view : NULL); } wined3d_mutex_unlock(); } @@ -780,7 +780,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_IASetPrimitiveTopology(ID3 static void STDMETHODCALLTYPE d3d11_immediate_context_VSSetShaderResources(ID3D11DeviceContext1 *iface, UINT start_slot, UINT view_count, ID3D11ShaderResourceView *const *views) { - struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface); + struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface); unsigned int i; TRACE("iface %p, start_slot %u, view_count %u, views %p.\n", iface, start_slot, view_count, views); @@ -790,8 +790,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_VSSetShaderResources(ID3D1 { struct d3d_shader_resource_view *view = unsafe_impl_from_ID3D11ShaderResourceView(views[i]); - wined3d_device_set_vs_resource_view(device->wined3d_device, start_slot + i, - view ? view->wined3d_view : NULL); + wined3d_device_context_set_shader_resource_view(context->wined3d_context, WINED3D_SHADER_TYPE_VERTEX, + start_slot + i, view ? view->wined3d_view : NULL); } wined3d_mutex_unlock(); } @@ -894,7 +894,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_SetPredication(ID3D11Devic static void STDMETHODCALLTYPE d3d11_immediate_context_GSSetShaderResources(ID3D11DeviceContext1 *iface, UINT start_slot, UINT view_count, ID3D11ShaderResourceView *const *views) { - struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface); + struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface); unsigned int i; TRACE("iface %p, start_slot %u, view_count %u, views %p.\n", iface, start_slot, view_count, views); @@ -904,8 +904,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_GSSetShaderResources(ID3D1 { struct d3d_shader_resource_view *view = unsafe_impl_from_ID3D11ShaderResourceView(views[i]); - wined3d_device_set_gs_resource_view(device->wined3d_device, start_slot + i, - view ? view->wined3d_view : NULL); + wined3d_device_context_set_shader_resource_view(context->wined3d_context, WINED3D_SHADER_TYPE_GEOMETRY, + start_slot + i, view ? view->wined3d_view : NULL); } wined3d_mutex_unlock(); } @@ -1416,7 +1416,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_ExecuteCommandList(ID3D11D static void STDMETHODCALLTYPE d3d11_immediate_context_HSSetShaderResources(ID3D11DeviceContext1 *iface, UINT start_slot, UINT view_count, ID3D11ShaderResourceView *const *views) { - struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface); + struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface); unsigned int i; TRACE("iface %p, start_slot %u, view_count %u, views %p.\n", @@ -1427,8 +1427,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_HSSetShaderResources(ID3D1 { struct d3d_shader_resource_view *view = unsafe_impl_from_ID3D11ShaderResourceView(views[i]); - wined3d_device_set_hs_resource_view(device->wined3d_device, start_slot + i, - view ? view->wined3d_view : NULL); + wined3d_device_context_set_shader_resource_view(context->wined3d_context, WINED3D_SHADER_TYPE_HULL, + start_slot + i, view ? view->wined3d_view : NULL); } wined3d_mutex_unlock(); } @@ -1484,7 +1484,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_HSSetConstantBuffers(ID3D1 static void STDMETHODCALLTYPE d3d11_immediate_context_DSSetShaderResources(ID3D11DeviceContext1 *iface, UINT start_slot, UINT view_count, ID3D11ShaderResourceView *const *views) { - struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface); + struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface); unsigned int i; TRACE("iface %p, start_slot %u, view_count %u, views %p.\n", @@ -1495,8 +1495,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_DSSetShaderResources(ID3D1 { struct d3d_shader_resource_view *view = unsafe_impl_from_ID3D11ShaderResourceView(views[i]); - wined3d_device_set_ds_resource_view(device->wined3d_device, start_slot + i, - view ? view->wined3d_view : NULL); + wined3d_device_context_set_shader_resource_view(context->wined3d_context, WINED3D_SHADER_TYPE_DOMAIN, + start_slot + i, view ? view->wined3d_view : NULL); } wined3d_mutex_unlock(); } @@ -1552,7 +1552,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_DSSetConstantBuffers(ID3D1 static void STDMETHODCALLTYPE d3d11_immediate_context_CSSetShaderResources(ID3D11DeviceContext1 *iface, UINT start_slot, UINT view_count, ID3D11ShaderResourceView *const *views) { - struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface); + struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface); unsigned int i; TRACE("iface %p, start_slot %u, view_count %u, views %p.\n", @@ -1563,8 +1563,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_CSSetShaderResources(ID3D1 { struct d3d_shader_resource_view *view = unsafe_impl_from_ID3D11ShaderResourceView(views[i]); - wined3d_device_set_cs_resource_view(device->wined3d_device, start_slot + i, - view ? view->wined3d_view : NULL); + wined3d_device_context_set_shader_resource_view(context->wined3d_context, WINED3D_SHADER_TYPE_COMPUTE, + start_slot + i, view ? view->wined3d_view : NULL); } wined3d_mutex_unlock(); } @@ -2608,20 +2608,13 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_ClearState(ID3D11DeviceCon wined3d_device_set_ps_sampler(device->wined3d_device, i, NULL); wined3d_device_set_cs_sampler(device->wined3d_device, i, NULL); } - for (i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i) - { - wined3d_device_set_vs_resource_view(device->wined3d_device, i, NULL); - wined3d_device_set_hs_resource_view(device->wined3d_device, i, NULL); - wined3d_device_set_ds_resource_view(device->wined3d_device, i, NULL); - wined3d_device_set_gs_resource_view(device->wined3d_device, i, NULL); - wined3d_device_set_ps_resource_view(device->wined3d_device, i, NULL); - wined3d_device_set_cs_resource_view(device->wined3d_device, i, NULL); - } for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i) { wined3d_device_context_set_shader(context->wined3d_context, i, NULL); for (j = 0; j < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++j) wined3d_device_context_set_constant_buffer(context->wined3d_context, i, j, NULL); + for (j = 0; j < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++j) + wined3d_device_context_set_shader_resource_view(context->wined3d_context, i, j, NULL); } for (i = 0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i) {