d3d11: Use wined3d_device_context_set_depth_stencil_view().
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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@ -935,7 +935,6 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetRenderTargets(ID3D11D
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ID3D11DepthStencilView *depth_stencil_view)
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{
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struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface);
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struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
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struct d3d_depthstencil_view *dsv;
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unsigned int i;
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@ -955,7 +954,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetRenderTargets(ID3D11D
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}
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dsv = unsafe_impl_from_ID3D11DepthStencilView(depth_stencil_view);
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wined3d_device_set_depth_stencil_view(device->wined3d_device, dsv ? dsv->wined3d_view : NULL);
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wined3d_device_context_set_depth_stencil_view(context->wined3d_context, dsv ? dsv->wined3d_view : NULL);
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wined3d_mutex_unlock();
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}
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@ -2623,7 +2622,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_ClearState(ID3D11DeviceCon
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{
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wined3d_device_context_set_rendertarget_view(context->wined3d_context, i, NULL, FALSE);
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}
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wined3d_device_set_depth_stencil_view(device->wined3d_device, NULL);
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wined3d_device_context_set_depth_stencil_view(context->wined3d_context, NULL);
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for (i = 0; i < WINED3D_PIPELINE_COUNT; ++i)
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{
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for (j = 0; j < D3D11_PS_CS_UAV_REGISTER_COUNT; ++j)
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