wined3d: Pass a wined3d_device_context to wined3d_device_get_depth_stencil_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>
This commit is contained in:
Zebediah Figura 2021-04-16 10:49:23 -05:00 committed by Alexandre Julliard
parent ff5e133b1b
commit aca1fa4cf2
4 changed files with 10 additions and 10 deletions

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@ -2161,7 +2161,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMGetBlendState(ID3D11Devi
static void STDMETHODCALLTYPE d3d11_immediate_context_OMGetDepthStencilState(ID3D11DeviceContext1 *iface,
ID3D11DepthStencilState **depth_stencil_state, UINT *stencil_ref)
{
struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface);
struct wined3d_depth_stencil_state *wined3d_state;
struct d3d_depthstencil_state *state_impl;
@ -2169,7 +2169,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMGetDepthStencilState(ID3
iface, depth_stencil_state, stencil_ref);
wined3d_mutex_lock();
if ((wined3d_state = wined3d_device_get_depth_stencil_state(device->wined3d_device, stencil_ref)))
if ((wined3d_state = wined3d_device_context_get_depth_stencil_state(context->wined3d_context, stencil_ref)))
{
state_impl = wined3d_depth_stencil_state_get_parent(wined3d_state);
ID3D11DepthStencilState_AddRef(*depth_stencil_state = &state_impl->ID3D11DepthStencilState_iface);

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@ -1623,12 +1623,12 @@ void CDECL wined3d_device_set_depth_stencil_state(struct wined3d_device *device,
wined3d_device_context_set_depth_stencil_state(&device->cs->c, depth_stencil_state, stencil_ref);
}
struct wined3d_depth_stencil_state * CDECL wined3d_device_get_depth_stencil_state(const struct wined3d_device *device,
unsigned int *stencil_ref)
struct wined3d_depth_stencil_state * CDECL wined3d_device_context_get_depth_stencil_state(
const struct wined3d_device_context *context, unsigned int *stencil_ref)
{
const struct wined3d_state *state = device->cs->c.state;
const struct wined3d_state *state = context->state;
TRACE("device %p, stencil_ref %p.\n", device, stencil_ref);
TRACE("context %p, stencil_ref %p.\n", context, stencil_ref);
*stencil_ref = state->stencil_ref;
return state->depth_stencil_state;
@ -4221,7 +4221,7 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
if (wined3d_bitmap_is_set(changed->renderState, WINED3D_RS_STENCILREF))
stencil_ref = state->rs[WINED3D_RS_STENCILREF];
else
wined3d_device_get_depth_stencil_state(device, &stencil_ref);
wined3d_device_context_get_depth_stencil_state(context, &stencil_ref);
if ((entry = wine_rb_get(&device->depth_stencil_states, &desc)))
{

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@ -61,7 +61,6 @@
@ cdecl wined3d_device_get_cs_resource_view(ptr long)
@ cdecl wined3d_device_get_cs_sampler(ptr long)
@ cdecl wined3d_device_get_cs_uav(ptr long)
@ cdecl wined3d_device_get_depth_stencil_state(ptr)
@ cdecl wined3d_device_get_depth_stencil_view(ptr)
@ cdecl wined3d_device_get_device_caps(ptr ptr)
@ cdecl wined3d_device_get_display_mode(ptr long ptr ptr)
@ -171,6 +170,7 @@
@ cdecl wined3d_device_context_generate_mipmaps(ptr ptr)
@ cdecl wined3d_device_context_get_blend_state(ptr ptr ptr)
@ cdecl wined3d_device_context_get_constant_buffer(ptr long long)
@ cdecl wined3d_device_context_get_depth_stencil_state(ptr ptr)
@ cdecl wined3d_device_context_get_shader(ptr long)
@ cdecl wined3d_device_context_issue_query(ptr ptr long)
@ cdecl wined3d_device_context_map(ptr ptr long ptr ptr long)

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@ -2385,8 +2385,6 @@ struct wined3d_shader_resource_view * __cdecl wined3d_device_get_cs_resource_vie
struct wined3d_sampler * __cdecl wined3d_device_get_cs_sampler(const struct wined3d_device *device, unsigned int idx);
struct wined3d_unordered_access_view * __cdecl wined3d_device_get_cs_uav(const struct wined3d_device *device,
unsigned int idx);
struct wined3d_depth_stencil_state * __cdecl wined3d_device_get_depth_stencil_state(
const struct wined3d_device *device, unsigned int *stencil_ref);
struct wined3d_rendertarget_view * __cdecl wined3d_device_get_depth_stencil_view(const struct wined3d_device *device);
HRESULT __cdecl wined3d_device_get_device_caps(const struct wined3d_device *device, struct wined3d_caps *caps);
HRESULT __cdecl wined3d_device_get_display_mode(const struct wined3d_device *device, UINT swapchain_idx,
@ -2567,6 +2565,8 @@ struct wined3d_blend_state * __cdecl wined3d_device_context_get_blend_state(
const struct wined3d_device_context *context, struct wined3d_color *blend_factor, unsigned int *sample_mask);
struct wined3d_buffer * __cdecl wined3d_device_context_get_constant_buffer(const struct wined3d_device_context *context,
enum wined3d_shader_type shader_type, unsigned int idx);
struct wined3d_depth_stencil_state * __cdecl wined3d_device_context_get_depth_stencil_state(
const struct wined3d_device_context *context, unsigned int *stencil_ref);
struct wined3d_shader * __cdecl wined3d_device_context_get_shader(const struct wined3d_device_context *context,
enum wined3d_shader_type type);
void __cdecl wined3d_device_context_issue_query(struct wined3d_device_context *context,