wined3d: Pass a wined3d_device_context to wined3d_cs_emit_clear_unordered_access_view_uint().
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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@ -2594,19 +2594,19 @@ static void wined3d_cs_exec_clear_unordered_access_view(struct wined3d_cs *cs, c
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wined3d_resource_release(view->resource);
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}
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void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs *cs,
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void wined3d_device_context_emit_clear_uav_uint(struct wined3d_device_context *context,
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struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value)
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{
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struct wined3d_cs_clear_unordered_access_view *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_CLEAR_UNORDERED_ACCESS_VIEW;
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op->view = view;
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op->clear_value = *clear_value;
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wined3d_resource_acquire(view->resource);
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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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static void wined3d_cs_exec_copy_uav_counter(struct wined3d_cs *cs, const void *data)
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@ -5247,7 +5247,7 @@ void CDECL wined3d_device_clear_unordered_access_view_uint(struct wined3d_device
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{
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TRACE("device %p, view %p, clear_value %s.\n", device, view, debug_uvec4(clear_value));
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wined3d_cs_emit_clear_unordered_access_view_uint(device->cs, view, clear_value);
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wined3d_device_context_emit_clear_uav_uint(&device->cs->c, view, clear_value);
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}
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struct wined3d_rendertarget_view * CDECL wined3d_device_get_rendertarget_view(const struct wined3d_device *device,
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@ -4725,7 +4725,7 @@ void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs *cs,
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struct wined3d_texture *texture, unsigned int layer) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
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DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs *cs,
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void wined3d_device_context_emit_clear_uav_uint(struct wined3d_device_context *context,
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struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_flush(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
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