wined3d: Introduce wined3d_device_context_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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@ -2188,6 +2188,48 @@ void CDECL wined3d_device_context_set_scissor_rects(struct wined3d_device_contex
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wined3d_device_context_emit_set_scissor_rects(context, rect_count, rects);
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wined3d_device_context_emit_set_scissor_rects(context, rect_count, rects);
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}
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}
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void CDECL wined3d_device_context_set_shader_resource_view(struct wined3d_device_context *context,
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enum wined3d_shader_type type, unsigned int idx, struct wined3d_shader_resource_view *view)
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{
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struct wined3d_state *state = context->state;
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const struct wined3d_rendertarget_view *dsv;
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struct wined3d_shader_resource_view *prev;
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TRACE("context %p, type %#x, idx %u, view %p.\n", context, type, idx, view);
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if (idx >= MAX_SHADER_RESOURCE_VIEWS)
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{
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WARN("Invalid view index %u.\n", idx);
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return;
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}
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prev = state->shader_resource_view[type][idx];
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if (view == prev)
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return;
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if (view && (wined3d_is_srv_rtv_bound(view)
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|| ((dsv = state->fb.depth_stencil)
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&& dsv->resource == view->resource && wined3d_dsv_srv_conflict(dsv, view->format))))
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{
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WARN("Application is trying to bind resource which is attached as render target.\n");
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view = NULL;
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}
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if (view)
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{
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wined3d_shader_resource_view_incref(view);
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wined3d_srv_bind_count_inc(view);
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}
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state->shader_resource_view[type][idx] = view;
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wined3d_device_context_emit_set_shader_resource_view(context, 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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wined3d_shader_resource_view_decref(prev);
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}
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}
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void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
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void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
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{
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{
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TRACE("device %p, shader %p.\n", device, shader);
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TRACE("device %p, shader %p.\n", device, shader);
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@ -2224,52 +2266,12 @@ struct wined3d_buffer * CDECL wined3d_device_get_constant_buffer(const struct wi
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return device->cs->c.state->cb[shader_type][idx];
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return device->cs->c.state->cb[shader_type][idx];
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}
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}
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static void wined3d_device_set_shader_resource_view(struct wined3d_device *device,
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enum wined3d_shader_type type, UINT idx, struct wined3d_shader_resource_view *view)
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{
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const struct wined3d_rendertarget_view *dsv;
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struct wined3d_state *state = device->cs->c.state;
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struct wined3d_shader_resource_view *prev;
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if (idx >= MAX_SHADER_RESOURCE_VIEWS)
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{
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WARN("Invalid view index %u.\n", idx);
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return;
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}
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prev = state->shader_resource_view[type][idx];
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if (view == prev)
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return;
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if (view && (wined3d_is_srv_rtv_bound(view)
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|| ((dsv = state->fb.depth_stencil)
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&& dsv->resource == view->resource && wined3d_dsv_srv_conflict(dsv, view->format))))
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{
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WARN("Application is trying to bind resource which is attached as render target.\n");
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view = NULL;
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}
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if (view)
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{
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wined3d_shader_resource_view_incref(view);
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wined3d_srv_bind_count_inc(view);
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}
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state->shader_resource_view[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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wined3d_shader_resource_view_decref(prev);
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}
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}
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void CDECL wined3d_device_set_vs_resource_view(struct wined3d_device *device,
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void CDECL wined3d_device_set_vs_resource_view(struct wined3d_device *device,
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UINT idx, struct wined3d_shader_resource_view *view)
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UINT idx, struct wined3d_shader_resource_view *view)
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{
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{
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TRACE("device %p, idx %u, view %p.\n", device, idx, view);
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TRACE("device %p, idx %u, view %p.\n", device, idx, view);
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wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_VERTEX, idx, view);
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wined3d_device_context_set_shader_resource_view(&device->cs->c, WINED3D_SHADER_TYPE_VERTEX, idx, view);
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}
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}
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static struct wined3d_shader_resource_view *wined3d_device_get_shader_resource_view(
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static struct wined3d_shader_resource_view *wined3d_device_get_shader_resource_view(
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@ -2415,7 +2417,7 @@ void CDECL wined3d_device_set_ps_resource_view(struct wined3d_device *device,
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{
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{
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TRACE("device %p, idx %u, view %p.\n", device, idx, view);
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TRACE("device %p, idx %u, view %p.\n", device, idx, view);
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wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_PIXEL, idx, view);
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wined3d_device_context_set_shader_resource_view(&device->cs->c, WINED3D_SHADER_TYPE_PIXEL, idx, view);
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}
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}
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struct wined3d_shader_resource_view * CDECL wined3d_device_get_ps_resource_view(const struct wined3d_device *device,
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struct wined3d_shader_resource_view * CDECL wined3d_device_get_ps_resource_view(const struct wined3d_device *device,
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@ -2513,7 +2515,7 @@ void CDECL wined3d_device_set_hs_resource_view(struct wined3d_device *device,
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{
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{
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TRACE("device %p, idx %u, view %p.\n", device, idx, view);
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TRACE("device %p, idx %u, view %p.\n", device, idx, view);
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wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_HULL, idx, view);
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wined3d_device_context_set_shader_resource_view(&device->cs->c, WINED3D_SHADER_TYPE_HULL, idx, view);
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}
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}
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struct wined3d_shader_resource_view * CDECL wined3d_device_get_hs_resource_view(const struct wined3d_device *device,
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struct wined3d_shader_resource_view * CDECL wined3d_device_get_hs_resource_view(const struct wined3d_device *device,
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@ -2558,7 +2560,7 @@ void CDECL wined3d_device_set_ds_resource_view(struct wined3d_device *device,
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{
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{
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TRACE("device %p, idx %u, view %p.\n", device, idx, view);
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TRACE("device %p, idx %u, view %p.\n", device, idx, view);
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wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_DOMAIN, idx, view);
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wined3d_device_context_set_shader_resource_view(&device->cs->c, WINED3D_SHADER_TYPE_DOMAIN, idx, view);
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}
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}
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struct wined3d_shader_resource_view * CDECL wined3d_device_get_ds_resource_view(const struct wined3d_device *device,
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struct wined3d_shader_resource_view * CDECL wined3d_device_get_ds_resource_view(const struct wined3d_device *device,
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@ -2603,7 +2605,7 @@ void CDECL wined3d_device_set_gs_resource_view(struct wined3d_device *device,
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{
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{
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TRACE("device %p, idx %u, view %p.\n", device, idx, view);
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TRACE("device %p, idx %u, view %p.\n", device, idx, view);
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wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, view);
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wined3d_device_context_set_shader_resource_view(&device->cs->c, WINED3D_SHADER_TYPE_GEOMETRY, idx, view);
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}
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}
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struct wined3d_shader_resource_view * CDECL wined3d_device_get_gs_resource_view(const struct wined3d_device *device,
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struct wined3d_shader_resource_view * CDECL wined3d_device_get_gs_resource_view(const struct wined3d_device *device,
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@ -2647,7 +2649,7 @@ void CDECL wined3d_device_set_cs_resource_view(struct wined3d_device *device,
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{
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{
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TRACE("device %p, idx %u, view %p.\n", device, idx, view);
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TRACE("device %p, idx %u, view %p.\n", device, idx, view);
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wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_COMPUTE, idx, view);
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wined3d_device_context_set_shader_resource_view(&device->cs->c, WINED3D_SHADER_TYPE_COMPUTE, idx, view);
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}
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}
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struct wined3d_shader_resource_view * CDECL wined3d_device_get_cs_resource_view(const struct wined3d_device *device,
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struct wined3d_shader_resource_view * CDECL wined3d_device_get_cs_resource_view(const struct wined3d_device *device,
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@ -5183,7 +5185,7 @@ static void wined3d_unbind_srv_for_rtv(struct wined3d_device *device,
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if ((srv = state->shader_resource_view[i][j]) && srv->resource == resource
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if ((srv = state->shader_resource_view[i][j]) && srv->resource == resource
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&& ((!dsv && wined3d_is_srv_rtv_bound(srv))
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&& ((!dsv && wined3d_is_srv_rtv_bound(srv))
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|| (dsv && wined3d_dsv_srv_conflict(view, srv->format))))
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|| (dsv && wined3d_dsv_srv_conflict(view, srv->format))))
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wined3d_device_set_shader_resource_view(device, i, j, NULL);
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wined3d_device_context_set_shader_resource_view(&device->cs->c, i, j, NULL);
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}
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}
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}
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}
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@ -172,6 +172,7 @@
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@ cdecl wined3d_device_context_set_rasterizer_state(ptr ptr)
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@ cdecl wined3d_device_context_set_rasterizer_state(ptr ptr)
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@ cdecl wined3d_device_context_set_scissor_rects(ptr long ptr)
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@ cdecl wined3d_device_context_set_scissor_rects(ptr long ptr)
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@ cdecl wined3d_device_context_set_shader(ptr long ptr)
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@ cdecl wined3d_device_context_set_shader(ptr long ptr)
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@ cdecl wined3d_device_context_set_shader_resource_view(ptr long long ptr)
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@ cdecl wined3d_device_context_set_viewports(ptr long ptr)
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@ cdecl wined3d_device_context_set_viewports(ptr long ptr)
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@ cdecl wined3d_output_find_closest_matching_mode(ptr ptr)
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@ cdecl wined3d_output_find_closest_matching_mode(ptr ptr)
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@ -2560,6 +2560,8 @@ void __cdecl wined3d_device_context_set_scissor_rects(struct wined3d_device_cont
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const RECT *rects);
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const RECT *rects);
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void __cdecl wined3d_device_context_set_shader(struct wined3d_device_context *context,
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void __cdecl wined3d_device_context_set_shader(struct wined3d_device_context *context,
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enum wined3d_shader_type type, struct wined3d_shader *shader);
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enum wined3d_shader_type type, struct wined3d_shader *shader);
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void __cdecl wined3d_device_context_set_shader_resource_view(struct wined3d_device_context *context,
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enum wined3d_shader_type type, unsigned int idx, struct wined3d_shader_resource_view *view);
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void __cdecl wined3d_device_context_set_viewports(struct wined3d_device_context *context, unsigned int viewport_count,
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void __cdecl wined3d_device_context_set_viewports(struct wined3d_device_context *context, unsigned int viewport_count,
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const struct wined3d_viewport *viewports);
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const struct wined3d_viewport *viewports);
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