d3d11: Use wined3d_device_context_set_unordered_access_view() in CSSetUnorderedAccessViews().
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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@ -1575,7 +1575,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_CSSetShaderResources(ID3D1
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static void STDMETHODCALLTYPE d3d11_immediate_context_CSSetUnorderedAccessViews(ID3D11DeviceContext1 *iface,
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UINT start_slot, UINT view_count, ID3D11UnorderedAccessView *const *views, const UINT *initial_counts)
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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 i;
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TRACE("iface %p, start_slot %u, view_count %u, views %p, initial_counts %p.\n",
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@ -1586,8 +1586,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_CSSetUnorderedAccessViews(
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{
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struct d3d11_unordered_access_view *view = unsafe_impl_from_ID3D11UnorderedAccessView(views[i]);
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wined3d_device_set_cs_uav(device->wined3d_device, start_slot + i,
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view ? view->wined3d_view : NULL, initial_counts ? initial_counts[i] : ~0u);
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wined3d_device_context_set_unordered_access_view(context->wined3d_context, WINED3D_PIPELINE_COMPUTE,
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start_slot + i, view ? view->wined3d_view : NULL, initial_counts ? initial_counts[i] : ~0u);
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}
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wined3d_mutex_unlock();
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}
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