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>
This commit is contained in:
Zebediah Figura 2021-04-08 23:45:07 -05:00 committed by Alexandre Julliard
parent 5a8b35c8f0
commit b2a969ceae
3 changed files with 5 additions and 5 deletions

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@ -2594,19 +2594,19 @@ static void wined3d_cs_exec_clear_unordered_access_view(struct wined3d_cs *cs, c
wined3d_resource_release(view->resource);
}
void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs *cs,
void wined3d_device_context_emit_clear_uav_uint(struct wined3d_device_context *context,
struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value)
{
struct wined3d_cs_clear_unordered_access_view *op;
op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW;
op->view = view;
op->clear_value = *clear_value;
wined3d_resource_acquire(view->resource);
wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
}
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
{
TRACE("device %p, view %p, clear_value %s.\n", device, view, debug_uvec4(clear_value));
wined3d_cs_emit_clear_unordered_access_view_uint(device->cs, view, clear_value);
wined3d_device_context_emit_clear_uav_uint(&device->cs->c, view, clear_value);
}
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,
struct wined3d_texture *texture, unsigned int layer) DECLSPEC_HIDDEN;
void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs *cs,
void wined3d_device_context_emit_clear_uav_uint(struct wined3d_device_context *context,
struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value) DECLSPEC_HIDDEN;
void wined3d_cs_emit_flush(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN;