d3d11: Use wined3d_device_context_set_stream_output().
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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@ -1053,7 +1053,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3
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static void STDMETHODCALLTYPE d3d11_immediate_context_SOSetTargets(ID3D11DeviceContext1 *iface, UINT buffer_count,
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ID3D11Buffer *const *buffers, const UINT *offsets)
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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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unsigned int count, i;
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TRACE("iface %p, buffer_count %u, buffers %p, offsets %p.\n", iface, buffer_count, buffers, offsets);
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@ -1064,12 +1064,12 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_SOSetTargets(ID3D11DeviceC
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{
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struct d3d_buffer *buffer = unsafe_impl_from_ID3D11Buffer(buffers[i]);
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wined3d_device_set_stream_output(device->wined3d_device, i,
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wined3d_device_context_set_stream_output(context->wined3d_context, i,
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buffer ? buffer->wined3d_buffer : NULL, offsets ? offsets[i] : 0);
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}
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for (; i < D3D11_SO_BUFFER_SLOT_COUNT; ++i)
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{
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wined3d_device_set_stream_output(device->wined3d_device, i, NULL, 0);
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wined3d_device_context_set_stream_output(context->wined3d_context, i, NULL, 0);
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}
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wined3d_mutex_unlock();
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}
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@ -2635,7 +2635,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_ClearState(ID3D11DeviceCon
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ID3D11DeviceContext1_RSSetState(iface, NULL);
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for (i = 0; i < D3D11_SO_BUFFER_SLOT_COUNT; ++i)
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{
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wined3d_device_set_stream_output(device->wined3d_device, i, NULL, 0);
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wined3d_device_context_set_stream_output(context->wined3d_context, i, NULL, 0);
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}
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wined3d_device_context_set_predication(context->wined3d_context, NULL, FALSE);
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wined3d_mutex_unlock();
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