Module: wine Branch: master Commit: a3102c7b392270ecf9f05a208b3b0d1c188238f2 URL: https://source.winehq.org/git/wine.git/?a=commit;h=a3102c7b392270ecf9f05a208...
Author: Zebediah Figura z.figura12@gmail.com Date: Wed Mar 10 19:25:15 2021 -0600
wined3d: Pass a wined3d_device_context to wined3d_cs_emit_set_depth_stencil_state().
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/wined3d/cs.c | 6 +++--- dlls/wined3d/device.c | 4 ++-- dlls/wined3d/wined3d_private.h | 4 ++-- 3 files changed, 7 insertions(+), 7 deletions(-)
diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c index 4d50ecba23b..4efbe61b3fb 100644 --- a/dlls/wined3d/cs.c +++ b/dlls/wined3d/cs.c @@ -1679,17 +1679,17 @@ static void wined3d_cs_exec_set_depth_stencil_state(struct wined3d_cs *cs, const device_invalidate_state(cs->c.device, STATE_STENCIL_REF); }
-void wined3d_cs_emit_set_depth_stencil_state(struct wined3d_cs *cs, +void wined3d_device_context_emit_set_depth_stencil_state(struct wined3d_device_context *context, struct wined3d_depth_stencil_state *state, unsigned int stencil_ref) { struct wined3d_cs_set_depth_stencil_state *op;
- op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); + op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE; op->state = state; op->stencil_ref = stencil_ref;
- wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT); + wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT); }
static void wined3d_cs_exec_set_rasterizer_state(struct wined3d_cs *cs, const void *data) diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index d5179f68cd6..0b24342d2f3 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -1774,7 +1774,7 @@ void CDECL wined3d_device_set_depth_stencil_state(struct wined3d_device *device, wined3d_depth_stencil_state_incref(depth_stencil_state); state->depth_stencil_state = depth_stencil_state; state->stencil_ref = stencil_ref; - wined3d_cs_emit_set_depth_stencil_state(device->cs, depth_stencil_state, stencil_ref); + wined3d_device_context_emit_set_depth_stencil_state(&device->cs->c, depth_stencil_state, stencil_ref); if (prev) wined3d_depth_stencil_state_decref(prev); } @@ -2027,7 +2027,7 @@ void CDECL wined3d_device_set_state(struct wined3d_device *device, struct wined3 }
wined3d_device_context_emit_set_blend_state(context, state->blend_state, &state->blend_factor, state->sample_mask); - wined3d_cs_emit_set_depth_stencil_state(device->cs, state->depth_stencil_state, state->stencil_ref); + wined3d_device_context_emit_set_depth_stencil_state(context, state->depth_stencil_state, state->stencil_ref); wined3d_cs_emit_set_rasterizer_state(device->cs, state->rasterizer_state); }
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 7dfa7d2211b..fa8a425334f 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -4745,8 +4745,6 @@ void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx, const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture, WORD flags, const struct wined3d_color_key *color_key) DECLSPEC_HIDDEN; -void wined3d_cs_emit_set_depth_stencil_state(struct wined3d_cs *cs, - struct wined3d_depth_stencil_state *state, unsigned int stencil_ref) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer, @@ -4813,6 +4811,8 @@ void wined3d_device_context_emit_set_blend_state(struct wined3d_device_context * unsigned int sample_mask) DECLSPEC_HIDDEN; void wined3d_device_context_emit_set_constant_buffer(struct wined3d_device_context *context, enum wined3d_shader_type type, UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN; +void wined3d_device_context_emit_set_depth_stencil_state(struct wined3d_device_context *context, + struct wined3d_depth_stencil_state *state, unsigned int stencil_ref) DECLSPEC_HIDDEN; void wined3d_device_context_emit_set_shader(struct wined3d_device_context *context, enum wined3d_shader_type type, struct wined3d_shader *shader) DECLSPEC_HIDDEN;