wined3d: Introduce wined3d_device_set_hs_cb().
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2678,6 +2678,13 @@ struct wined3d_shader * CDECL wined3d_device_get_hull_shader(const struct wined3
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return device->state.shader[WINED3D_SHADER_TYPE_HULL];
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}
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void CDECL wined3d_device_set_hs_cb(struct wined3d_device *device, unsigned int idx, struct wined3d_buffer *buffer)
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{
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TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
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wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_HULL, idx, buffer);
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}
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void CDECL wined3d_device_set_domain_shader(struct wined3d_device *device, struct wined3d_shader *shader)
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{
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struct wined3d_shader *prev;
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@ -5004,6 +5004,8 @@ const struct StateEntryTemplate misc_state_template[] =
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{
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{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
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{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb_warn, }, WINED3D_GL_EXT_NONE },
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{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
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{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), state_cb_warn, }, WINED3D_GL_EXT_NONE },
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{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
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{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb_warn, }, WINED3D_GL_EXT_NONE },
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{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
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@ -5996,6 +5998,7 @@ static void validate_state_table(struct StateEntry *state_table)
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STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),
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STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE),
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STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX),
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STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL),
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STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),
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STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL),
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STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE),
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@ -133,6 +133,7 @@
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@ cdecl wined3d_device_set_gs_cb(ptr long ptr)
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@ cdecl wined3d_device_set_gs_resource_view(ptr long ptr)
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@ cdecl wined3d_device_set_gs_sampler(ptr long ptr)
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@ cdecl wined3d_device_set_hs_cb(ptr long ptr)
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@ cdecl wined3d_device_set_hull_shader(ptr ptr)
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@ cdecl wined3d_device_set_index_buffer(ptr ptr long long)
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@ cdecl wined3d_device_set_light(ptr long ptr)
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@ -2326,6 +2326,7 @@ void __cdecl wined3d_device_set_gs_cb(struct wined3d_device *device, UINT idx, s
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void __cdecl wined3d_device_set_gs_resource_view(struct wined3d_device *device,
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UINT idx, struct wined3d_shader_resource_view *view);
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void __cdecl wined3d_device_set_gs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler);
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void __cdecl wined3d_device_set_hs_cb(struct wined3d_device *device, unsigned int idx, struct wined3d_buffer *buffer);
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void __cdecl wined3d_device_set_hull_shader(struct wined3d_device *device, struct wined3d_shader *shader);
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void __cdecl wined3d_device_set_index_buffer(struct wined3d_device *device,
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struct wined3d_buffer *index_buffer, enum wined3d_format_id format_id, unsigned int offset);
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