wined3d: Pass a wined3d_device_context to wined3d_cs_emit_set_rasterizer_state().
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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@ -1700,16 +1700,16 @@ static void wined3d_cs_exec_set_rasterizer_state(struct wined3d_cs *cs, const vo
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device_invalidate_state(cs->c.device, STATE_RASTERIZER);
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device_invalidate_state(cs->c.device, STATE_RASTERIZER);
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}
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}
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void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs *cs,
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void wined3d_device_context_emit_set_rasterizer_state(struct wined3d_device_context *context,
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struct wined3d_rasterizer_state *rasterizer_state)
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struct wined3d_rasterizer_state *rasterizer_state)
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{
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{
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struct wined3d_cs_set_rasterizer_state *op;
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struct wined3d_cs_set_rasterizer_state *op;
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op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
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op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
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op->opcode = WINED3D_CS_OP_SET_RASTERIZER_STATE;
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op->opcode = WINED3D_CS_OP_SET_RASTERIZER_STATE;
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op->state = rasterizer_state;
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op->state = rasterizer_state;
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wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
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}
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}
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static void wined3d_cs_exec_set_render_state(struct wined3d_cs *cs, const void *data)
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static void wined3d_cs_exec_set_render_state(struct wined3d_cs *cs, const void *data)
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@ -1792,7 +1792,7 @@ void CDECL wined3d_device_set_rasterizer_state(struct wined3d_device *device,
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if (rasterizer_state)
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if (rasterizer_state)
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wined3d_rasterizer_state_incref(rasterizer_state);
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wined3d_rasterizer_state_incref(rasterizer_state);
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state->rasterizer_state = rasterizer_state;
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state->rasterizer_state = rasterizer_state;
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wined3d_cs_emit_set_rasterizer_state(device->cs, rasterizer_state);
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wined3d_device_context_emit_set_rasterizer_state(&device->cs->c, rasterizer_state);
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if (prev)
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if (prev)
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wined3d_rasterizer_state_decref(prev);
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wined3d_rasterizer_state_decref(prev);
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}
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}
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@ -2015,7 +2015,7 @@ void CDECL wined3d_device_set_state(struct wined3d_device *device, struct wined3
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wined3d_device_context_emit_set_blend_state(context, state->blend_state, &state->blend_factor, state->sample_mask);
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wined3d_device_context_emit_set_blend_state(context, state->blend_state, &state->blend_factor, state->sample_mask);
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wined3d_device_context_emit_set_depth_stencil_state(context, state->depth_stencil_state, state->stencil_ref);
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wined3d_device_context_emit_set_depth_stencil_state(context, state->depth_stencil_state, state->stencil_ref);
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wined3d_cs_emit_set_rasterizer_state(device->cs, state->rasterizer_state);
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wined3d_device_context_emit_set_rasterizer_state(context, state->rasterizer_state);
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}
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}
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struct wined3d_state * CDECL wined3d_device_get_state(struct wined3d_device *device)
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struct wined3d_state * CDECL wined3d_device_get_state(struct wined3d_device *device)
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@ -4754,8 +4754,6 @@ void wined3d_cs_emit_set_light_enable(struct wined3d_cs *cs, unsigned int idx, B
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void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_set_predication(struct wined3d_cs *cs,
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void wined3d_cs_emit_set_predication(struct wined3d_cs *cs,
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struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN;
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struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs *cs,
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struct wined3d_rasterizer_state *rasterizer_state) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
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void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
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enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
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enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
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void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
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@ -4813,6 +4811,8 @@ void wined3d_device_context_emit_set_constant_buffer(struct wined3d_device_conte
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enum wined3d_shader_type type, UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
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enum wined3d_shader_type type, UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
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void wined3d_device_context_emit_set_depth_stencil_state(struct wined3d_device_context *context,
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void wined3d_device_context_emit_set_depth_stencil_state(struct wined3d_device_context *context,
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struct wined3d_depth_stencil_state *state, unsigned int stencil_ref) DECLSPEC_HIDDEN;
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struct wined3d_depth_stencil_state *state, unsigned int stencil_ref) DECLSPEC_HIDDEN;
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void wined3d_device_context_emit_set_rasterizer_state(struct wined3d_device_context *context,
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struct wined3d_rasterizer_state *rasterizer_state) DECLSPEC_HIDDEN;
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void wined3d_device_context_emit_set_shader(struct wined3d_device_context *context, enum wined3d_shader_type type,
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void wined3d_device_context_emit_set_shader(struct wined3d_device_context *context, enum wined3d_shader_type type,
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struct wined3d_shader *shader) DECLSPEC_HIDDEN;
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struct wined3d_shader *shader) DECLSPEC_HIDDEN;
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