d3d11: Use wined3d_device_context_dispatch_indirect().
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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@ -1128,7 +1128,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_Dispatch(ID3D11DeviceConte
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static void STDMETHODCALLTYPE d3d11_immediate_context_DispatchIndirect(ID3D11DeviceContext1 *iface,
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ID3D11Buffer *buffer, UINT offset)
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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_buffer *buffer_impl;
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TRACE("iface %p, buffer %p, offset %u.\n", iface, buffer, offset);
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@ -1136,8 +1136,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_DispatchIndirect(ID3D11Dev
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buffer_impl = unsafe_impl_from_ID3D11Buffer(buffer);
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wined3d_mutex_lock();
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wined3d_device_dispatch_compute_indirect(device->wined3d_device,
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buffer_impl->wined3d_buffer, offset);
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wined3d_device_context_dispatch_indirect(context->wined3d_context, buffer_impl->wined3d_buffer, offset);
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wined3d_mutex_unlock();
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}
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