ddraw: Use wined3d_device_context methods.
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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@ -952,13 +952,13 @@ static HRESULT ddraw_set_cooperative_level(struct ddraw *ddraw, HWND window,
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{
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if (dsv)
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{
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wined3d_device_set_depth_stencil_view(ddraw->wined3d_device, dsv);
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wined3d_device_context_set_depth_stencil_view(ddraw->immediate_context, dsv);
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wined3d_rendertarget_view_decref(dsv);
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}
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if (rtv)
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{
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wined3d_device_set_rendertarget_view(ddraw->wined3d_device, 0, rtv, FALSE);
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wined3d_device_context_set_rendertarget_view(ddraw->immediate_context, 0, rtv, FALSE);
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wined3d_rendertarget_view_decref(rtv);
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}
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@ -5166,6 +5166,7 @@ HRESULT ddraw_init(struct ddraw *ddraw, DWORD flags, enum wined3d_device_type de
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wined3d_decref(ddraw->wined3d);
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return hr;
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}
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ddraw->immediate_context = wined3d_device_get_immediate_context(ddraw->wined3d_device);
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list_init(&ddraw->surface_list);
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@ -97,6 +97,7 @@ struct ddraw
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struct wined3d_adapter *wined3d_adapter;
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struct wined3d_output *wined3d_output;
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struct wined3d_device *wined3d_device;
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struct wined3d_device_context *immediate_context;
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DWORD flags;
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LONG device_state;
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@ -326,6 +327,7 @@ struct d3d_device
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IUnknown *outer_unknown;
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struct wined3d_device *wined3d_device;
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struct wined3d_device_context *immediate_context;
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struct ddraw *ddraw;
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IUnknown *rt_iface;
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@ -283,7 +283,7 @@ static ULONG WINAPI d3d_device_inner_Release(IUnknown *iface)
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if (This->vertex_buffer)
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wined3d_buffer_decref(This->vertex_buffer);
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wined3d_device_set_rendertarget_view(This->wined3d_device, 0, NULL, FALSE);
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wined3d_device_context_set_rendertarget_view(This->immediate_context, 0, NULL, FALSE);
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wined3d_stateblock_decref(This->state);
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if (This->recording)
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@ -1861,7 +1861,7 @@ static HRESULT d3d_device_set_render_target(struct d3d_device *device,
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return DDERR_INVALIDPARAMS;
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}
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if (FAILED(hr = wined3d_device_set_rendertarget_view(device->wined3d_device,
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if (FAILED(hr = wined3d_device_context_set_rendertarget_view(device->immediate_context,
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0, ddraw_surface_get_rendertarget_view(target), FALSE)))
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return hr;
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@ -3523,7 +3523,7 @@ static HRESULT d3d_device7_DrawPrimitive(IDirect3DDevice7 *iface,
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wined3d_device_set_primitive_type(device->wined3d_device, wined3d_primitive_type_from_ddraw(primitive_type), 0);
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wined3d_device_apply_stateblock(device->wined3d_device, device->state);
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d3d_device_sync_surfaces(device);
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hr = wined3d_device_draw_primitive(device->wined3d_device, vb_pos / stride, vertex_count);
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wined3d_device_context_draw(device->immediate_context, vb_pos / stride, vertex_count, 0, 0);
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done:
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wined3d_mutex_unlock();
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@ -3733,10 +3733,10 @@ static HRESULT d3d_device7_DrawIndexedPrimitive(IDirect3DDevice7 *iface,
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wined3d_stateblock_set_vertex_declaration(device->state, ddraw_find_decl(device->ddraw, fvf));
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wined3d_device_set_primitive_type(device->wined3d_device, wined3d_primitive_type_from_ddraw(primitive_type), 0);
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wined3d_stateblock_set_base_vertex_index(device->state, vb_pos / stride);
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wined3d_device_apply_stateblock(device->wined3d_device, device->state);
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d3d_device_sync_surfaces(device);
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wined3d_device_draw_indexed_primitive(device->wined3d_device, ib_pos / sizeof(*indices), index_count);
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wined3d_device_context_draw_indexed(device->immediate_context, vb_pos / stride,
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ib_pos / sizeof(*indices), index_count, 0, 0);
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done:
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wined3d_mutex_unlock();
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@ -4063,7 +4063,7 @@ static HRESULT d3d_device7_DrawPrimitiveStrided(IDirect3DDevice7 *iface, D3DPRIM
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wined3d_device_set_primitive_type(device->wined3d_device, wined3d_primitive_type_from_ddraw(primitive_type), 0);
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wined3d_device_apply_stateblock(device->wined3d_device, device->state);
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d3d_device_sync_surfaces(device);
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hr = wined3d_device_draw_primitive(device->wined3d_device, vb_pos / dst_stride, vertex_count);
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wined3d_device_context_draw(device->immediate_context, vb_pos / dst_stride, vertex_count, 0, 0);
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done:
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wined3d_mutex_unlock();
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@ -4194,13 +4194,13 @@ static HRESULT d3d_device7_DrawIndexedPrimitiveStrided(IDirect3DDevice7 *iface,
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if (FAILED(hr))
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goto done;
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wined3d_stateblock_set_index_buffer(device->state, device->index_buffer, WINED3DFMT_R16_UINT);
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wined3d_stateblock_set_base_vertex_index(device->state, vb_pos / vtx_dst_stride);
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wined3d_stateblock_set_vertex_declaration(device->state, ddraw_find_decl(device->ddraw, fvf));
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wined3d_device_set_primitive_type(device->wined3d_device, wined3d_primitive_type_from_ddraw(primitive_type), 0);
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wined3d_device_apply_stateblock(device->wined3d_device, device->state);
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d3d_device_sync_surfaces(device);
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wined3d_device_draw_indexed_primitive(device->wined3d_device, ib_pos / sizeof(WORD), index_count);
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wined3d_device_context_draw_indexed(device->immediate_context,
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vb_pos / vtx_dst_stride, ib_pos / sizeof(WORD), index_count, 0, 0);
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done:
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wined3d_mutex_unlock();
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@ -4323,7 +4323,7 @@ static HRESULT d3d_device7_DrawPrimitiveVB(IDirect3DDevice7 *iface, D3DPRIMITIVE
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wined3d_device_set_primitive_type(device->wined3d_device, wined3d_primitive_type_from_ddraw(primitive_type), 0);
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wined3d_device_apply_stateblock(device->wined3d_device, device->state);
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d3d_device_sync_surfaces(device);
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hr = wined3d_device_draw_primitive(device->wined3d_device, start_vertex, vertex_count);
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wined3d_device_context_draw(device->immediate_context, start_vertex, vertex_count, 0, 0);
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wined3d_mutex_unlock();
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@ -4429,7 +4429,7 @@ static HRESULT d3d_device7_DrawIndexedPrimitiveVB(IDirect3DDevice7 *iface,
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* 1) Upload the indices to the index buffer
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* 2) Set the index source
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* 3) Set the Vertex Buffer as the Stream source
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* 4) Call wined3d_device_draw_indexed_primitive()
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* 4) Call wined3d_device_context_draw_indexed()
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*/
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wined3d_mutex_lock();
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@ -4463,7 +4463,6 @@ static HRESULT d3d_device7_DrawIndexedPrimitiveVB(IDirect3DDevice7 *iface,
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device->index_buffer_pos = ib_pos + index_count * sizeof(WORD);
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/* Set the index stream */
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wined3d_stateblock_set_base_vertex_index(device->state, start_vertex);
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wined3d_stateblock_set_index_buffer(device->state, device->index_buffer, WINED3DFMT_R16_UINT);
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/* Set the vertex stream source */
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@ -4478,7 +4477,8 @@ static HRESULT d3d_device7_DrawIndexedPrimitiveVB(IDirect3DDevice7 *iface,
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wined3d_device_set_primitive_type(device->wined3d_device, wined3d_primitive_type_from_ddraw(primitive_type), 0);
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wined3d_device_apply_stateblock(device->wined3d_device, device->state);
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d3d_device_sync_surfaces(device);
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wined3d_device_draw_indexed_primitive(device->wined3d_device, ib_pos / sizeof(WORD), index_count);
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wined3d_device_context_draw_indexed(device->immediate_context, start_vertex,
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ib_pos / sizeof(WORD), index_count, 0, 0);
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wined3d_mutex_unlock();
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@ -6955,12 +6955,12 @@ enum wined3d_depth_buffer_type d3d_device_update_depth_stencil(struct d3d_device
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if (!depthStencil)
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{
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TRACE("Setting wined3d depth stencil to NULL\n");
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wined3d_device_set_depth_stencil_view(device->wined3d_device, NULL);
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wined3d_device_context_set_depth_stencil_view(device->immediate_context, NULL);
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return WINED3D_ZB_FALSE;
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}
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dsi = impl_from_IDirectDrawSurface7(depthStencil);
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wined3d_device_set_depth_stencil_view(device->wined3d_device,
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wined3d_device_context_set_depth_stencil_view(device->immediate_context,
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ddraw_surface_get_rendertarget_view(dsi));
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IDirectDrawSurface7_Release(depthStencil);
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@ -7030,13 +7030,14 @@ static HRESULT d3d_device_init(struct d3d_device *device, struct ddraw *ddraw, c
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/* This is for convenience. */
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device->wined3d_device = ddraw->wined3d_device;
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device->immediate_context = ddraw->immediate_context;
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wined3d_device_incref(ddraw->wined3d_device);
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device->update_state = device->state = ddraw->state;
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device->stateblock_state = ddraw->stateblock_state;
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wined3d_stateblock_incref(ddraw->state);
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/* Render to the back buffer */
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if (FAILED(hr = wined3d_device_set_rendertarget_view(ddraw->wined3d_device,
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if (FAILED(hr = wined3d_device_context_set_rendertarget_view(device->immediate_context,
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0, ddraw_surface_get_rendertarget_view(target), TRUE)))
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{
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ERR("Failed to set render target, hr %#x.\n", hr);
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@ -83,7 +83,7 @@ HRESULT d3d_execute_buffer_execute(struct d3d_execute_buffer *buffer, struct d3d
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wined3d_device_apply_stateblock(device->wined3d_device, device->state);
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d3d_device_sync_surfaces(device);
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for (i = 0; i < count; ++i)
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wined3d_device_draw_primitive(device->wined3d_device, p[i].wFirst, p[i].wCount);
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wined3d_device_context_draw(device->immediate_context, p[i].wFirst, p[i].wCount, 0, 0);
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instr += sizeof(*p) * count;
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break;
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@ -191,7 +191,7 @@ HRESULT d3d_execute_buffer_execute(struct d3d_execute_buffer *buffer, struct d3d
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wined3d_stateblock_set_index_buffer(device->state, buffer->index_buffer, WINED3DFMT_R16_UINT);
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wined3d_device_apply_stateblock(device->wined3d_device, device->state);
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d3d_device_sync_surfaces(device);
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wined3d_device_draw_indexed_primitive(device->wined3d_device, index_pos, index_count);
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wined3d_device_context_draw_indexed(device->immediate_context, 0, index_pos, index_count, 0, 0);
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buffer->index_pos = index_pos + index_count;
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break;
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@ -1369,7 +1369,7 @@ static HRESULT WINAPI DECLSPEC_HOTPATCH ddraw_surface1_Flip(IDirectDrawSurface *
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src_rtv = ddraw_surface_get_rendertarget_view(src_impl);
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if (rtv == dst_impl->wined3d_rtv)
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wined3d_device_set_rendertarget_view(dst_impl->ddraw->wined3d_device, 0, src_rtv, FALSE);
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wined3d_device_context_set_rendertarget_view(dst_impl->ddraw->immediate_context, 0, src_rtv, FALSE);
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wined3d_rendertarget_view_set_parent(src_rtv, dst_impl);
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dst_impl->wined3d_rtv = src_rtv;
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wined3d_texture_set_sub_resource_parent(src_impl->wined3d_texture, 0, dst_impl);
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@ -1406,7 +1406,7 @@ static HRESULT WINAPI DECLSPEC_HOTPATCH ddraw_surface1_Flip(IDirectDrawSurface *
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src_impl = impl_from_IDirectDrawSurface(current);
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src_rtv = ddraw_surface_get_rendertarget_view(src_impl);
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if (rtv == dst_impl->wined3d_rtv)
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wined3d_device_set_rendertarget_view(dst_impl->ddraw->wined3d_device, 0, src_rtv, FALSE);
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wined3d_device_context_set_rendertarget_view(dst_impl->ddraw->immediate_context, 0, src_rtv, FALSE);
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wined3d_rendertarget_view_set_parent(src_rtv, dst_impl);
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dst_impl->wined3d_rtv = src_rtv;
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wined3d_texture_set_sub_resource_parent(src_impl->wined3d_texture, 0, dst_impl);
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@ -1429,7 +1429,7 @@ static HRESULT WINAPI DECLSPEC_HOTPATCH ddraw_surface1_Flip(IDirectDrawSurface *
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/* We don't have to worry about potential texture bindings, since
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* flippable surfaces can never be textures. */
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if (rtv == src_impl->wined3d_rtv)
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wined3d_device_set_rendertarget_view(dst_impl->ddraw->wined3d_device, 0, tmp_rtv, FALSE);
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wined3d_device_context_set_rendertarget_view(dst_impl->ddraw->immediate_context, 0, tmp_rtv, FALSE);
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wined3d_rendertarget_view_set_parent(tmp_rtv, src_impl);
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src_impl->wined3d_rtv = tmp_rtv;
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wined3d_texture_set_sub_resource_parent(texture, 0, src_impl);
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@ -2183,7 +2183,7 @@ static HRESULT ddraw_surface_delete_attached_surface(struct ddraw_surface *surfa
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* but don't cleanup properly after the relevant dll is unloaded. */
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if (attachment->surface_desc.ddsCaps.dwCaps & DDSCAPS_ZBUFFER
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&& wined3d_device_get_depth_stencil_view(surface->ddraw->wined3d_device) == attachment->wined3d_rtv)
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wined3d_device_set_depth_stencil_view(surface->ddraw->wined3d_device, NULL);
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wined3d_device_context_set_depth_stencil_view(surface->ddraw->immediate_context, NULL);
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wined3d_mutex_unlock();
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/* Set attached_iface to NULL before releasing it, the surface may go
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