Module: wine Branch: master Commit: f73857d632cc10f9b09f1143e2f579e2de408769 URL: https://source.winehq.org/git/wine.git/?a=commit;h=f73857d632cc10f9b09f1143e...
Author: Zebediah Figura z.figura12@gmail.com Date: Tue Mar 9 20:08:56 2021 -0600
d3d11: Use wined3d_device_context_set_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/d3d11_private.h | 2 ++ dlls/d3d11/device.c | 39 +++++++++++++++++++++------------------ 2 files changed, 23 insertions(+), 18 deletions(-)
diff --git a/dlls/d3d11/d3d11_private.h b/dlls/d3d11/d3d11_private.h index a64d6975f85..5a812e1b254 100644 --- a/dlls/d3d11/d3d11_private.h +++ b/dlls/d3d11/d3d11_private.h @@ -546,6 +546,8 @@ struct d3d11_immediate_context ID3D11Multithread ID3D11Multithread_iface; LONG refcount;
+ struct wined3d_device_context *wined3d_context; + struct wined3d_private_store private_store; };
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c index c8ec35a59c0..6a30ab313f0 100644 --- a/dlls/d3d11/device.c +++ b/dlls/d3d11/device.c @@ -512,7 +512,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_PSSetShaderResources(ID3D1 static void STDMETHODCALLTYPE d3d11_immediate_context_PSSetShader(ID3D11DeviceContext1 *iface, ID3D11PixelShader *shader, ID3D11ClassInstance *const *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_pixel_shader *ps = unsafe_impl_from_ID3D11PixelShader(shader);
TRACE("iface %p, shader %p, class_instances %p, class_instance_count %u.\n", @@ -522,7 +522,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_PSSetShader(ID3D11DeviceCo FIXME("Dynamic linking is not implemented yet.\n");
wined3d_mutex_lock(); - wined3d_device_set_pixel_shader(device->wined3d_device, ps ? ps->wined3d_shader : NULL); + wined3d_device_context_set_shader(context->wined3d_context, WINED3D_SHADER_TYPE_PIXEL, + ps ? ps->wined3d_shader : NULL); wined3d_mutex_unlock(); }
@@ -549,7 +550,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_PSSetSamplers(ID3D11Device static void STDMETHODCALLTYPE d3d11_immediate_context_VSSetShader(ID3D11DeviceContext1 *iface, ID3D11VertexShader *shader, ID3D11ClassInstance *const *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 *vs = unsafe_impl_from_ID3D11VertexShader(shader);
TRACE("iface %p, shader %p, class_instances %p, class_instance_count %u.\n", @@ -559,7 +560,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_VSSetShader(ID3D11DeviceCo FIXME("Dynamic linking is not implemented yet.\n");
wined3d_mutex_lock(); - wined3d_device_set_vertex_shader(device->wined3d_device, vs ? vs->wined3d_shader : NULL); + wined3d_device_context_set_shader(context->wined3d_context, WINED3D_SHADER_TYPE_VERTEX, + vs ? vs->wined3d_shader : NULL); wined3d_mutex_unlock(); }
@@ -737,7 +739,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_GSSetConstantBuffers(ID3D1 static void STDMETHODCALLTYPE d3d11_immediate_context_GSSetShader(ID3D11DeviceContext1 *iface, ID3D11GeometryShader *shader, ID3D11ClassInstance *const *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 *gs = unsafe_impl_from_ID3D11GeometryShader(shader);
TRACE("iface %p, shader %p, class_instances %p, class_instance_count %u.\n", @@ -747,7 +749,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_GSSetShader(ID3D11DeviceCo FIXME("Dynamic linking is not implemented yet.\n");
wined3d_mutex_lock(); - wined3d_device_set_geometry_shader(device->wined3d_device, gs ? gs->wined3d_shader : NULL); + wined3d_device_context_set_shader(context->wined3d_context, WINED3D_SHADER_TYPE_GEOMETRY, + gs ? gs->wined3d_shader : NULL); wined3d_mutex_unlock(); }
@@ -1425,7 +1428,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_HSSetShaderResources(ID3D1 static void STDMETHODCALLTYPE d3d11_immediate_context_HSSetShader(ID3D11DeviceContext1 *iface, ID3D11HullShader *shader, ID3D11ClassInstance *const *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 *hs = unsafe_impl_from_ID3D11HullShader(shader);
TRACE("iface %p, shader %p, class_instances %p, class_instance_count %u.\n", @@ -1435,7 +1438,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_HSSetShader(ID3D11DeviceCo FIXME("Dynamic linking is not implemented yet.\n");
wined3d_mutex_lock(); - wined3d_device_set_hull_shader(device->wined3d_device, hs ? hs->wined3d_shader : NULL); + wined3d_device_context_set_shader(context->wined3d_context, WINED3D_SHADER_TYPE_HULL, + hs ? hs->wined3d_shader : NULL); wined3d_mutex_unlock(); }
@@ -1492,7 +1496,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_DSSetShaderResources(ID3D1 static void STDMETHODCALLTYPE d3d11_immediate_context_DSSetShader(ID3D11DeviceContext1 *iface, ID3D11DomainShader *shader, ID3D11ClassInstance *const *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 *ds = unsafe_impl_from_ID3D11DomainShader(shader);
TRACE("iface %p, shader %p, class_instances %p, class_instance_count %u.\n", @@ -1502,7 +1506,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_DSSetShader(ID3D11DeviceCo FIXME("Dynamic linking is not implemented yet.\n");
wined3d_mutex_lock(); - wined3d_device_set_domain_shader(device->wined3d_device, ds ? ds->wined3d_shader : NULL); + wined3d_device_context_set_shader(context->wined3d_context, WINED3D_SHADER_TYPE_DOMAIN, + ds ? ds->wined3d_shader : NULL); wined3d_mutex_unlock(); }
@@ -1579,7 +1584,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_CSSetUnorderedAccessViews( static void STDMETHODCALLTYPE d3d11_immediate_context_CSSetShader(ID3D11DeviceContext1 *iface, ID3D11ComputeShader *shader, ID3D11ClassInstance *const *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 *cs = unsafe_impl_from_ID3D11ComputeShader(shader);
TRACE("iface %p, shader %p, class_instances %p, class_instance_count %u.\n", @@ -1589,7 +1594,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_CSSetShader(ID3D11DeviceCo FIXME("Dynamic linking is not implemented yet.\n");
wined3d_mutex_lock(); - wined3d_device_set_compute_shader(device->wined3d_device, cs ? cs->wined3d_shader : NULL); + wined3d_device_context_set_shader(context->wined3d_context, WINED3D_SHADER_TYPE_COMPUTE, + cs ? cs->wined3d_shader : NULL); wined3d_mutex_unlock(); }
@@ -2577,6 +2583,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_CSGetConstantBuffers(ID3D1
static void STDMETHODCALLTYPE d3d11_immediate_context_ClearState(ID3D11DeviceContext1 *iface) { + struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface); struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface); static const float blend_factor[] = {1.0f, 1.0f, 1.0f, 1.0f}; unsigned int i, j; @@ -2584,12 +2591,6 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_ClearState(ID3D11DeviceCon TRACE("iface %p.\n", iface);
wined3d_mutex_lock(); - wined3d_device_set_vertex_shader(device->wined3d_device, NULL); - wined3d_device_set_hull_shader(device->wined3d_device, NULL); - wined3d_device_set_domain_shader(device->wined3d_device, NULL); - wined3d_device_set_geometry_shader(device->wined3d_device, NULL); - wined3d_device_set_pixel_shader(device->wined3d_device, NULL); - wined3d_device_set_compute_shader(device->wined3d_device, NULL); for (i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i) { wined3d_device_set_vs_sampler(device->wined3d_device, i, NULL); @@ -2610,6 +2611,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_ClearState(ID3D11DeviceCon } for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i) { + wined3d_device_context_set_shader(context->wined3d_context, i, NULL); for (j = 0; j < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++j) wined3d_device_set_constant_buffer(device->wined3d_device, i, j, NULL); } @@ -6458,6 +6460,7 @@ static void CDECL device_parent_wined3d_device_created(struct wined3d_device_par
wined3d_device_incref(wined3d_device); device->wined3d_device = wined3d_device; + device->immediate_context.wined3d_context = wined3d_device_get_immediate_context(wined3d_device);
device->feature_level = d3d_feature_level_from_wined3d(wined3d_device_get_feature_level(wined3d_device));