d3d11: Use wined3d_device_context_set_depth_stencil_state().
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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@ -1023,7 +1023,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetBlendState(ID3D11Devi
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static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3D11DeviceContext1 *iface,
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ID3D11DepthStencilState *depth_stencil_state, UINT stencil_ref)
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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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struct d3d_depthstencil_state *state_impl;
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TRACE("iface %p, depth_stencil_state %p, stencil_ref %u.\n",
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@ -1032,12 +1032,12 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3
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wined3d_mutex_lock();
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if (!(state_impl = unsafe_impl_from_ID3D11DepthStencilState(depth_stencil_state)))
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{
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wined3d_device_set_depth_stencil_state(device->wined3d_device, NULL, stencil_ref);
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wined3d_device_context_set_depth_stencil_state(context->wined3d_context, NULL, stencil_ref);
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wined3d_mutex_unlock();
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return;
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}
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wined3d_device_set_depth_stencil_state(device->wined3d_device, state_impl->wined3d_state, stencil_ref);
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wined3d_device_context_set_depth_stencil_state(context->wined3d_context, state_impl->wined3d_state, stencil_ref);
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wined3d_mutex_unlock();
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}
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