wined3d: Pass a wined3d_device_context to wined3d_device_get_stream_output().
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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@ -2190,7 +2190,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMGetDepthStencilState(ID3
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static void STDMETHODCALLTYPE d3d11_immediate_context_SOGetTargets(ID3D11DeviceContext1 *iface,
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static void STDMETHODCALLTYPE d3d11_immediate_context_SOGetTargets(ID3D11DeviceContext1 *iface,
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UINT buffer_count, ID3D11Buffer **buffers)
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UINT buffer_count, ID3D11Buffer **buffers)
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{
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{
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struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
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struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface);
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unsigned int i;
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unsigned int i;
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TRACE("iface %p, buffer_count %u, buffers %p.\n", iface, buffer_count, buffers);
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TRACE("iface %p, buffer_count %u, buffers %p.\n", iface, buffer_count, buffers);
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@ -2201,7 +2201,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_SOGetTargets(ID3D11DeviceC
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struct wined3d_buffer *wined3d_buffer;
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struct wined3d_buffer *wined3d_buffer;
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struct d3d_buffer *buffer_impl;
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struct d3d_buffer *buffer_impl;
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if (!(wined3d_buffer = wined3d_device_get_stream_output(device->wined3d_device, i, NULL)))
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if (!(wined3d_buffer = wined3d_device_context_get_stream_output(context->wined3d_context, i, NULL)))
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{
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{
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buffers[i] = NULL;
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buffers[i] = NULL;
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continue;
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continue;
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@ -5501,7 +5501,8 @@ static void STDMETHODCALLTYPE d3d10_device_SOGetTargets(ID3D10Device1 *iface,
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struct wined3d_buffer *wined3d_buffer;
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struct wined3d_buffer *wined3d_buffer;
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struct d3d_buffer *buffer_impl;
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struct d3d_buffer *buffer_impl;
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if (!(wined3d_buffer = wined3d_device_get_stream_output(device->wined3d_device, i, &offsets[i])))
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if (!(wined3d_buffer = wined3d_device_context_get_stream_output(
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device->immediate_context.wined3d_context, i, &offsets[i])))
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{
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{
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buffers[i] = NULL;
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buffers[i] = NULL;
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continue;
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continue;
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@ -1229,10 +1229,10 @@ void CDECL wined3d_device_set_stream_output(struct wined3d_device *device, UINT
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wined3d_device_context_set_stream_output(&device->cs->c, idx, buffer, offset);
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wined3d_device_context_set_stream_output(&device->cs->c, idx, buffer, offset);
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}
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}
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struct wined3d_buffer * CDECL wined3d_device_get_stream_output(struct wined3d_device *device,
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struct wined3d_buffer * CDECL wined3d_device_context_get_stream_output(struct wined3d_device_context *context,
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UINT idx, UINT *offset)
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unsigned int idx, unsigned int *offset)
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{
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{
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TRACE("device %p, idx %u, offset %p.\n", device, idx, offset);
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TRACE("context %p, idx %u, offset %p.\n", context, idx, offset);
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if (idx >= WINED3D_MAX_STREAM_OUTPUT_BUFFERS)
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if (idx >= WINED3D_MAX_STREAM_OUTPUT_BUFFERS)
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{
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{
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@ -1241,8 +1241,8 @@ struct wined3d_buffer * CDECL wined3d_device_get_stream_output(struct wined3d_de
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}
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}
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if (offset)
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if (offset)
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*offset = device->cs->c.state->stream_output[idx].offset;
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*offset = context->state->stream_output[idx].offset;
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return device->cs->c.state->stream_output[idx].buffer;
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return context->state->stream_output[idx].buffer;
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}
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}
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HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
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HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
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@ -84,7 +84,6 @@
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@ cdecl wined3d_device_get_render_state(ptr long)
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@ cdecl wined3d_device_get_render_state(ptr long)
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@ cdecl wined3d_device_get_software_vertex_processing(ptr)
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@ cdecl wined3d_device_get_software_vertex_processing(ptr)
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@ cdecl wined3d_device_get_state(ptr)
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@ cdecl wined3d_device_get_state(ptr)
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@ cdecl wined3d_device_get_stream_output(ptr long ptr)
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@ cdecl wined3d_device_get_swapchain(ptr long)
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@ cdecl wined3d_device_get_swapchain(ptr long)
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@ cdecl wined3d_device_get_swapchain_count(ptr)
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@ cdecl wined3d_device_get_swapchain_count(ptr)
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@ cdecl wined3d_device_get_unordered_access_view(ptr long)
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@ cdecl wined3d_device_get_unordered_access_view(ptr long)
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@ -171,6 +170,7 @@
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@ cdecl wined3d_device_context_get_scissor_rects(ptr ptr ptr)
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@ cdecl wined3d_device_context_get_scissor_rects(ptr ptr ptr)
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@ cdecl wined3d_device_context_get_shader(ptr long)
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@ cdecl wined3d_device_context_get_shader(ptr long)
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@ cdecl wined3d_device_context_get_shader_resource_view(ptr long long)
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@ cdecl wined3d_device_context_get_shader_resource_view(ptr long long)
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@ cdecl wined3d_device_context_get_stream_output(ptr long ptr)
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@ cdecl wined3d_device_context_get_stream_source(ptr long ptr ptr ptr)
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@ cdecl wined3d_device_context_get_stream_source(ptr long ptr ptr ptr)
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@ cdecl wined3d_device_context_get_unordered_access_view(ptr long long)
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@ cdecl wined3d_device_context_get_unordered_access_view(ptr long long)
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@ cdecl wined3d_device_context_get_vertex_declaration(ptr)
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@ cdecl wined3d_device_context_get_vertex_declaration(ptr)
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@ -2418,8 +2418,6 @@ HRESULT __cdecl wined3d_device_get_raster_status(const struct wined3d_device *de
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DWORD __cdecl wined3d_device_get_render_state(const struct wined3d_device *device, enum wined3d_render_state state);
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DWORD __cdecl wined3d_device_get_render_state(const struct wined3d_device *device, enum wined3d_render_state state);
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BOOL __cdecl wined3d_device_get_software_vertex_processing(const struct wined3d_device *device);
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BOOL __cdecl wined3d_device_get_software_vertex_processing(const struct wined3d_device *device);
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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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struct wined3d_buffer * __cdecl wined3d_device_get_stream_output(struct wined3d_device *device,
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UINT idx, UINT *offset);
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struct wined3d_swapchain * __cdecl wined3d_device_get_swapchain(const struct wined3d_device *device,
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struct wined3d_swapchain * __cdecl wined3d_device_get_swapchain(const struct wined3d_device *device,
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UINT swapchain_idx);
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UINT swapchain_idx);
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UINT __cdecl wined3d_device_get_swapchain_count(const struct wined3d_device *device);
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UINT __cdecl wined3d_device_get_swapchain_count(const struct wined3d_device *device);
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@ -2571,6 +2569,8 @@ struct wined3d_shader * __cdecl wined3d_device_context_get_shader(const struct w
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enum wined3d_shader_type type);
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enum wined3d_shader_type type);
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struct wined3d_shader_resource_view * __cdecl wined3d_device_context_get_shader_resource_view(
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struct wined3d_shader_resource_view * __cdecl wined3d_device_context_get_shader_resource_view(
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const struct wined3d_device_context *context, enum wined3d_shader_type shader_type, unsigned int idx);
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const struct wined3d_device_context *context, enum wined3d_shader_type shader_type, unsigned int idx);
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struct wined3d_buffer * __cdecl wined3d_device_context_get_stream_output(struct wined3d_device_context *context,
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unsigned int idx, unsigned int *offset);
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HRESULT __cdecl wined3d_device_context_get_stream_source(const struct wined3d_device_context *context,
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HRESULT __cdecl wined3d_device_context_get_stream_source(const struct wined3d_device_context *context,
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unsigned int stream_idx, struct wined3d_buffer **buffer, unsigned int *offset, unsigned int *stride);
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unsigned int stream_idx, struct wined3d_buffer **buffer, unsigned int *offset, unsigned int *stride);
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struct wined3d_unordered_access_view * __cdecl wined3d_device_context_get_unordered_access_view(
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struct wined3d_unordered_access_view * __cdecl wined3d_device_context_get_unordered_access_view(
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