Module: wine Branch: master Commit: 8cd9754b072db91ca41cfd68ca4fe076f08d0acf URL: https://source.winehq.org/git/wine.git/?a=commit;h=8cd9754b072db91ca41cfd68c...
Author: Zebediah Figura z.figura12@gmail.com Date: Wed Apr 14 23:58:56 2021 -0500
d3d11: Use wined3d_device_context_get_shader().
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
---
dlls/d3d11/device.c | 33 ++++++++++++++++++--------------- 1 file changed, 18 insertions(+), 15 deletions(-)
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c index 43fc18126ff..36fc6a084fa 100644 --- a/dlls/d3d11/device.c +++ b/dlls/d3d11/device.c @@ -1678,7 +1678,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_PSGetShaderResources(ID3D1 static void STDMETHODCALLTYPE d3d11_immediate_context_PSGetShader(ID3D11DeviceContext1 *iface, ID3D11PixelShader **shader, ID3D11ClassInstance **class_instances, UINT *class_instance_count) { - struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface); + struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface); struct wined3d_shader *wined3d_shader; struct d3d_pixel_shader *shader_impl;
@@ -1691,7 +1691,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_PSGetShader(ID3D11DeviceCo *class_instance_count = 0;
wined3d_mutex_lock(); - if (!(wined3d_shader = wined3d_device_get_pixel_shader(device->wined3d_device))) + if (!(wined3d_shader = wined3d_device_context_get_shader(context->wined3d_context, WINED3D_SHADER_TYPE_PIXEL))) { wined3d_mutex_unlock(); *shader = NULL; @@ -1735,7 +1735,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_PSGetSamplers(ID3D11Device static void STDMETHODCALLTYPE d3d11_immediate_context_VSGetShader(ID3D11DeviceContext1 *iface, ID3D11VertexShader **shader, ID3D11ClassInstance **class_instances, UINT *class_instance_count) { - struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface); + struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface); struct d3d_vertex_shader *shader_impl; struct wined3d_shader *wined3d_shader;
@@ -1748,7 +1748,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_VSGetShader(ID3D11DeviceCo *class_instance_count = 0;
wined3d_mutex_lock(); - if (!(wined3d_shader = wined3d_device_get_vertex_shader(device->wined3d_device))) + if (!(wined3d_shader = wined3d_device_context_get_shader(context->wined3d_context, WINED3D_SHADER_TYPE_VERTEX))) { wined3d_mutex_unlock(); *shader = NULL; @@ -1869,7 +1869,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_GSGetConstantBuffers(ID3D1 static void STDMETHODCALLTYPE d3d11_immediate_context_GSGetShader(ID3D11DeviceContext1 *iface, ID3D11GeometryShader **shader, ID3D11ClassInstance **class_instances, UINT *class_instance_count) { - struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface); + struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface); struct d3d_geometry_shader *shader_impl; struct wined3d_shader *wined3d_shader;
@@ -1882,7 +1882,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_GSGetShader(ID3D11DeviceCo *class_instance_count = 0;
wined3d_mutex_lock(); - if (!(wined3d_shader = wined3d_device_get_geometry_shader(device->wined3d_device))) + if (!(wined3d_shader = wined3d_device_context_get_shader(context->wined3d_context, WINED3D_SHADER_TYPE_GEOMETRY))) { wined3d_mutex_unlock(); *shader = NULL; @@ -2318,7 +2318,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_HSGetShaderResources(ID3D1 static void STDMETHODCALLTYPE d3d11_immediate_context_HSGetShader(ID3D11DeviceContext1 *iface, ID3D11HullShader **shader, ID3D11ClassInstance **class_instances, UINT *class_instance_count) { - struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface); + struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface); struct d3d11_hull_shader *shader_impl; struct wined3d_shader *wined3d_shader;
@@ -2331,7 +2331,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_HSGetShader(ID3D11DeviceCo *class_instance_count = 0;
wined3d_mutex_lock(); - if (!(wined3d_shader = wined3d_device_get_hull_shader(device->wined3d_device))) + if (!(wined3d_shader = wined3d_device_context_get_shader(context->wined3d_context, WINED3D_SHADER_TYPE_HULL))) { wined3d_mutex_unlock(); *shader = NULL; @@ -2410,7 +2410,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_DSGetShaderResources(ID3D1 static void STDMETHODCALLTYPE d3d11_immediate_context_DSGetShader(ID3D11DeviceContext1 *iface, ID3D11DomainShader **shader, ID3D11ClassInstance **class_instances, UINT *class_instance_count) { - struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface); + struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface); struct d3d11_domain_shader *shader_impl; struct wined3d_shader *wined3d_shader;
@@ -2423,7 +2423,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_DSGetShader(ID3D11DeviceCo *class_instance_count = 0;
wined3d_mutex_lock(); - if (!(wined3d_shader = wined3d_device_get_domain_shader(device->wined3d_device))) + if (!(wined3d_shader = wined3d_device_context_get_shader(context->wined3d_context, WINED3D_SHADER_TYPE_DOMAIN))) { wined3d_mutex_unlock(); *shader = NULL; @@ -2527,7 +2527,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_CSGetUnorderedAccessViews( static void STDMETHODCALLTYPE d3d11_immediate_context_CSGetShader(ID3D11DeviceContext1 *iface, ID3D11ComputeShader **shader, ID3D11ClassInstance **class_instances, UINT *class_instance_count) { - struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface); + struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface); struct d3d11_compute_shader *shader_impl; struct wined3d_shader *wined3d_shader;
@@ -2540,7 +2540,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_CSGetShader(ID3D11DeviceCo *class_instance_count = 0;
wined3d_mutex_lock(); - if (!(wined3d_shader = wined3d_device_get_compute_shader(device->wined3d_device))) + if (!(wined3d_shader = wined3d_device_context_get_shader(context->wined3d_context, WINED3D_SHADER_TYPE_COMPUTE))) { wined3d_mutex_unlock(); *shader = NULL; @@ -5046,7 +5046,8 @@ static void STDMETHODCALLTYPE d3d10_device_PSGetShader(ID3D10Device1 *iface, ID3 TRACE("iface %p, shader %p.\n", iface, shader);
wined3d_mutex_lock(); - if (!(wined3d_shader = wined3d_device_get_pixel_shader(device->wined3d_device))) + if (!(wined3d_shader = wined3d_device_context_get_shader(device->immediate_context.wined3d_context, + WINED3D_SHADER_TYPE_PIXEL))) { wined3d_mutex_unlock(); *shader = NULL; @@ -5096,7 +5097,8 @@ static void STDMETHODCALLTYPE d3d10_device_VSGetShader(ID3D10Device1 *iface, ID3 TRACE("iface %p, shader %p.\n", iface, shader);
wined3d_mutex_lock(); - if (!(wined3d_shader = wined3d_device_get_vertex_shader(device->wined3d_device))) + if (!(wined3d_shader = wined3d_device_context_get_shader(device->immediate_context.wined3d_context, + WINED3D_SHADER_TYPE_VERTEX))) { wined3d_mutex_unlock(); *shader = NULL; @@ -5218,7 +5220,8 @@ static void STDMETHODCALLTYPE d3d10_device_GSGetShader(ID3D10Device1 *iface, ID3 TRACE("iface %p, shader %p.\n", iface, shader);
wined3d_mutex_lock(); - if (!(wined3d_shader = wined3d_device_get_geometry_shader(device->wined3d_device))) + if (!(wined3d_shader = wined3d_device_context_get_shader(device->immediate_context.wined3d_context, + WINED3D_SHADER_TYPE_GEOMETRY))) { wined3d_mutex_unlock(); *shader = NULL;