wined3d: Pass a wined3d_device_context to wined3d_device_set_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 2021-05-16 16:36:37 -05:00 committed by Alexandre Julliard
parent 308dd8bd32
commit b069e48c13
4 changed files with 6 additions and 7 deletions

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@ -2839,7 +2839,7 @@ static void STDMETHODCALLTYPE d3d11_device_context_SwapDeviceContextState(ID3D11
state_impl = impl_from_ID3DDeviceContextState(state);
if (!(wined3d_state = d3d_device_context_state_get_wined3d_state(state_impl, device)))
ERR("Failed to get wined3d state for device context state %p.\n", state_impl);
wined3d_device_set_state(device->wined3d_device, wined3d_state);
wined3d_device_context_set_state(context->wined3d_context, wined3d_state);
if (prev)
ID3DDeviceContextState_AddRef(*prev = &prev_impl->ID3DDeviceContextState_iface);

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@ -1737,15 +1737,14 @@ void CDECL wined3d_device_context_get_scissor_rects(const struct wined3d_device_
*rect_count = state->scissor_rect_count;
}
void CDECL wined3d_device_set_state(struct wined3d_device *device, struct wined3d_state *state)
void CDECL wined3d_device_context_set_state(struct wined3d_device_context *context, struct wined3d_state *state)
{
struct wined3d_device_context *context = &device->cs->c;
const struct wined3d_light_info *light;
unsigned int i, j;
TRACE("device %p, state %p.\n", device, state);
TRACE("context %p, state %p.\n", context, state);
device->cs->c.state = state;
context->state = state;
wined3d_device_context_emit_set_feature_level(context, state->feature_level);
for (i = 0; i < WINED3D_MAX_RENDER_TARGETS; ++i)

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@ -129,7 +129,6 @@
@ cdecl wined3d_device_set_rendertarget_view(ptr long ptr long)
@ cdecl wined3d_device_set_scissor_rects(ptr long ptr)
@ cdecl wined3d_device_set_software_vertex_processing(ptr long)
@ cdecl wined3d_device_set_state(ptr ptr)
@ cdecl wined3d_device_set_stream_output(ptr long ptr long)
@ cdecl wined3d_device_set_stream_source(ptr long ptr long long)
@ cdecl wined3d_device_set_unordered_access_view(ptr long ptr long)
@ -189,6 +188,7 @@
@ cdecl wined3d_device_context_set_scissor_rects(ptr long ptr)
@ cdecl wined3d_device_context_set_shader(ptr long ptr)
@ cdecl wined3d_device_context_set_shader_resource_view(ptr long long ptr)
@ cdecl wined3d_device_context_set_state(ptr ptr)
@ cdecl wined3d_device_context_set_stream_output(ptr long ptr long)
@ cdecl wined3d_device_context_set_stream_source(ptr long ptr long long)
@ cdecl wined3d_device_context_set_unordered_access_view(ptr long long ptr long)

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@ -2489,7 +2489,6 @@ HRESULT __cdecl wined3d_device_set_rendertarget_view(struct wined3d_device *devi
void __cdecl wined3d_device_set_scissor_rects(struct wined3d_device *device,
unsigned int rect_count, const RECT *rect);
void __cdecl wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software);
void __cdecl wined3d_device_set_state(struct wined3d_device *device, struct wined3d_state *state);
void __cdecl wined3d_device_set_stream_output(struct wined3d_device *device, UINT idx,
struct wined3d_buffer *buffer, UINT offset);
HRESULT __cdecl wined3d_device_set_stream_source(struct wined3d_device *device,
@ -2609,6 +2608,7 @@ void __cdecl wined3d_device_context_set_shader(struct wined3d_device_context *co
enum wined3d_shader_type type, struct wined3d_shader *shader);
void __cdecl wined3d_device_context_set_shader_resource_view(struct wined3d_device_context *context,
enum wined3d_shader_type type, unsigned int idx, struct wined3d_shader_resource_view *view);
void __cdecl wined3d_device_context_set_state(struct wined3d_device_context *context, struct wined3d_state *state);
void __cdecl wined3d_device_context_set_stream_output(struct wined3d_device_context *context, unsigned int idx,
struct wined3d_buffer *buffer, unsigned int offset);
HRESULT __cdecl wined3d_device_context_set_stream_source(struct wined3d_device_context *context,