wined3d: Pass a wined3d_device_context to wind3d_cs_emit_set_shader_resource_view().
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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@ -1546,18 +1546,18 @@ static void wined3d_cs_exec_set_shader_resource_view(struct wined3d_cs *cs, cons
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device_invalidate_state(cs->c.device, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
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}
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void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type,
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UINT view_idx, struct wined3d_shader_resource_view *view)
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void wined3d_device_context_emit_set_shader_resource_view(struct wined3d_device_context *context,
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enum wined3d_shader_type type, unsigned int view_idx, struct wined3d_shader_resource_view *view)
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{
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struct wined3d_cs_set_shader_resource_view *op;
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op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
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op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
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op->opcode = WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW;
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op->type = type;
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op->view_idx = view_idx;
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op->view = view;
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wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
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wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
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}
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static void wined3d_cs_exec_set_unordered_access_view(struct wined3d_cs *cs, const void *data)
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@ -1907,7 +1907,7 @@ void CDECL wined3d_device_set_state(struct wined3d_device *device, struct wined3
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}
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for (j = 0; j < MAX_SHADER_RESOURCE_VIEWS; ++j)
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{
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wined3d_cs_emit_set_shader_resource_view(device->cs, i, j, state->shader_resource_view[i][j]);
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wined3d_device_context_emit_set_shader_resource_view(context, i, j, state->shader_resource_view[i][j]);
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}
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}
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@ -2256,7 +2256,7 @@ static void wined3d_device_set_shader_resource_view(struct wined3d_device *devic
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}
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state->shader_resource_view[type][idx] = view;
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wined3d_cs_emit_set_shader_resource_view(device->cs, type, idx, view);
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wined3d_device_context_emit_set_shader_resource_view(&device->cs->c, type, idx, view);
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if (prev)
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{
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wined3d_srv_bind_count_dec(prev);
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@ -4770,8 +4770,6 @@ void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
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enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
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struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type,
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UINT view_idx, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
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UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
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@ -4827,6 +4825,9 @@ void wined3d_device_context_emit_set_scissor_rects(struct wined3d_device_context
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unsigned int rect_count, const RECT *rects) DECLSPEC_HIDDEN;
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void wined3d_device_context_emit_set_shader(struct wined3d_device_context *context, enum wined3d_shader_type type,
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struct wined3d_shader *shader) DECLSPEC_HIDDEN;
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void wined3d_device_context_emit_set_shader_resource_view(struct wined3d_device_context *context,
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enum wined3d_shader_type type, unsigned int view_idx,
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struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
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void wined3d_device_context_emit_set_viewports(struct wined3d_device_context *context, unsigned int viewport_count,
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const struct wined3d_viewport *viewports) DECLSPEC_HIDDEN;
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