d3d11: Use wined3d_device_context_set_scissor_rects().
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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@ -1189,7 +1189,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_RSSetViewports(ID3D11Devic
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static void STDMETHODCALLTYPE d3d11_immediate_context_RSSetScissorRects(ID3D11DeviceContext1 *iface,
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UINT rect_count, const D3D11_RECT *rects)
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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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TRACE("iface %p, rect_count %u, rects %p.\n", iface, rect_count, rects);
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@ -1197,7 +1197,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_RSSetScissorRects(ID3D11De
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return;
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wined3d_mutex_lock();
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wined3d_device_set_scissor_rects(device->wined3d_device, rect_count, rects);
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wined3d_device_context_set_scissor_rects(context->wined3d_context, rect_count, rects);
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wined3d_mutex_unlock();
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}
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