Commit 7698b9e2 authored by Zebediah Figura's avatar Zebediah Figura Committed by Alexandre Julliard

wined3d: Set an array of shader resource views as a single CS operation.

parent e6bbf6ee
......@@ -586,6 +586,32 @@ static void d3d11_device_context_set_constant_buffers(ID3D11DeviceContext1 *ifac
wined3d_mutex_unlock();
}
static void d3d11_device_context_set_shader_resource_views(ID3D11DeviceContext1 *iface, enum wined3d_shader_type type,
unsigned int start_slot, unsigned int count, ID3D11ShaderResourceView *const *views)
{
struct wined3d_shader_resource_view *wined3d_views[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
struct d3d11_device_context *context = impl_from_ID3D11DeviceContext1(iface);
unsigned int i;
if (count > ARRAY_SIZE(wined3d_views))
{
WARN("View count %u exceeds limit; ignoring call.\n", count);
return;
}
for (i = 0; i < count; ++i)
{
struct d3d_shader_resource_view *view = unsafe_impl_from_ID3D11ShaderResourceView(views[i]);
wined3d_views[i] = view ? view->wined3d_view : NULL;
}
wined3d_mutex_lock();
wined3d_device_context_set_shader_resource_views(context->wined3d_context,
type, start_slot, count, wined3d_views);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d11_device_context_GetDevice(ID3D11DeviceContext1 *iface, ID3D11Device **device)
{
struct d3d11_device_context *context = impl_from_ID3D11DeviceContext1(iface);
......@@ -639,21 +665,10 @@ static void STDMETHODCALLTYPE d3d11_device_context_VSSetConstantBuffers(ID3D11De
static void STDMETHODCALLTYPE d3d11_device_context_PSSetShaderResources(ID3D11DeviceContext1 *iface,
UINT start_slot, UINT view_count, ID3D11ShaderResourceView *const *views)
{
struct d3d11_device_context *context = impl_from_ID3D11DeviceContext1(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n",
iface, start_slot, view_count, views);
wined3d_mutex_lock();
for (i = 0; i < view_count; ++i)
{
struct d3d_shader_resource_view *view = unsafe_impl_from_ID3D11ShaderResourceView(views[i]);
wined3d_device_context_set_shader_resource_view(context->wined3d_context, WINED3D_SHADER_TYPE_PIXEL,
start_slot + i, view ? view->wined3d_view : NULL);
}
wined3d_mutex_unlock();
d3d11_device_context_set_shader_resource_views(iface, WINED3D_SHADER_TYPE_PIXEL, start_slot, view_count, views);
}
static void STDMETHODCALLTYPE d3d11_device_context_PSSetShader(ID3D11DeviceContext1 *iface,
......@@ -925,20 +940,9 @@ static void STDMETHODCALLTYPE d3d11_device_context_IASetPrimitiveTopology(ID3D11
static void STDMETHODCALLTYPE d3d11_device_context_VSSetShaderResources(ID3D11DeviceContext1 *iface,
UINT start_slot, UINT view_count, ID3D11ShaderResourceView *const *views)
{
struct d3d11_device_context *context = impl_from_ID3D11DeviceContext1(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n", iface, start_slot, view_count, views);
wined3d_mutex_lock();
for (i = 0; i < view_count; ++i)
{
struct d3d_shader_resource_view *view = unsafe_impl_from_ID3D11ShaderResourceView(views[i]);
wined3d_device_context_set_shader_resource_view(context->wined3d_context, WINED3D_SHADER_TYPE_VERTEX,
start_slot + i, view ? view->wined3d_view : NULL);
}
wined3d_mutex_unlock();
d3d11_device_context_set_shader_resource_views(iface, WINED3D_SHADER_TYPE_VERTEX, start_slot, view_count, views);
}
static void STDMETHODCALLTYPE d3d11_device_context_VSSetSamplers(ID3D11DeviceContext1 *iface,
......@@ -1037,20 +1041,9 @@ static void STDMETHODCALLTYPE d3d11_device_context_SetPredication(ID3D11DeviceCo
static void STDMETHODCALLTYPE d3d11_device_context_GSSetShaderResources(ID3D11DeviceContext1 *iface,
UINT start_slot, UINT view_count, ID3D11ShaderResourceView *const *views)
{
struct d3d11_device_context *context = impl_from_ID3D11DeviceContext1(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n", iface, start_slot, view_count, views);
wined3d_mutex_lock();
for (i = 0; i < view_count; ++i)
{
struct d3d_shader_resource_view *view = unsafe_impl_from_ID3D11ShaderResourceView(views[i]);
wined3d_device_context_set_shader_resource_view(context->wined3d_context, WINED3D_SHADER_TYPE_GEOMETRY,
start_slot + i, view ? view->wined3d_view : NULL);
}
wined3d_mutex_unlock();
d3d11_device_context_set_shader_resource_views(iface, WINED3D_SHADER_TYPE_GEOMETRY, start_slot, view_count, views);
}
static void STDMETHODCALLTYPE d3d11_device_context_GSSetSamplers(ID3D11DeviceContext1 *iface,
......@@ -1564,21 +1557,10 @@ static void STDMETHODCALLTYPE d3d11_device_context_ExecuteCommandList(ID3D11Devi
static void STDMETHODCALLTYPE d3d11_device_context_HSSetShaderResources(ID3D11DeviceContext1 *iface,
UINT start_slot, UINT view_count, ID3D11ShaderResourceView *const *views)
{
struct d3d11_device_context *context = impl_from_ID3D11DeviceContext1(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n",
iface, start_slot, view_count, views);
wined3d_mutex_lock();
for (i = 0; i < view_count; ++i)
{
struct d3d_shader_resource_view *view = unsafe_impl_from_ID3D11ShaderResourceView(views[i]);
wined3d_device_context_set_shader_resource_view(context->wined3d_context, WINED3D_SHADER_TYPE_HULL,
start_slot + i, view ? view->wined3d_view : NULL);
}
wined3d_mutex_unlock();
d3d11_device_context_set_shader_resource_views(iface, WINED3D_SHADER_TYPE_HULL, start_slot, view_count, views);
}
static void STDMETHODCALLTYPE d3d11_device_context_HSSetShader(ID3D11DeviceContext1 *iface,
......@@ -1632,21 +1614,10 @@ static void STDMETHODCALLTYPE d3d11_device_context_HSSetConstantBuffers(ID3D11De
static void STDMETHODCALLTYPE d3d11_device_context_DSSetShaderResources(ID3D11DeviceContext1 *iface,
UINT start_slot, UINT view_count, ID3D11ShaderResourceView *const *views)
{
struct d3d11_device_context *context = impl_from_ID3D11DeviceContext1(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n",
iface, start_slot, view_count, views);
wined3d_mutex_lock();
for (i = 0; i < view_count; ++i)
{
struct d3d_shader_resource_view *view = unsafe_impl_from_ID3D11ShaderResourceView(views[i]);
wined3d_device_context_set_shader_resource_view(context->wined3d_context, WINED3D_SHADER_TYPE_DOMAIN,
start_slot + i, view ? view->wined3d_view : NULL);
}
wined3d_mutex_unlock();
d3d11_device_context_set_shader_resource_views(iface, WINED3D_SHADER_TYPE_DOMAIN, start_slot, view_count, views);
}
static void STDMETHODCALLTYPE d3d11_device_context_DSSetShader(ID3D11DeviceContext1 *iface,
......@@ -1700,21 +1671,10 @@ static void STDMETHODCALLTYPE d3d11_device_context_DSSetConstantBuffers(ID3D11De
static void STDMETHODCALLTYPE d3d11_device_context_CSSetShaderResources(ID3D11DeviceContext1 *iface,
UINT start_slot, UINT view_count, ID3D11ShaderResourceView *const *views)
{
struct d3d11_device_context *context = impl_from_ID3D11DeviceContext1(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n",
iface, start_slot, view_count, views);
wined3d_mutex_lock();
for (i = 0; i < view_count; ++i)
{
struct d3d_shader_resource_view *view = unsafe_impl_from_ID3D11ShaderResourceView(views[i]);
wined3d_device_context_set_shader_resource_view(context->wined3d_context, WINED3D_SHADER_TYPE_COMPUTE,
start_slot + i, view ? view->wined3d_view : NULL);
}
wined3d_mutex_unlock();
d3d11_device_context_set_shader_resource_views(iface, WINED3D_SHADER_TYPE_COMPUTE, start_slot, view_count, views);
}
static void STDMETHODCALLTYPE d3d11_device_context_CSSetUnorderedAccessViews(ID3D11DeviceContext1 *iface,
......@@ -4606,6 +4566,32 @@ static void d3d10_device_set_constant_buffers(ID3D10Device1 *iface, enum wined3d
wined3d_mutex_unlock();
}
static void d3d10_device_set_shader_resource_views(ID3D10Device1 *iface, enum wined3d_shader_type type,
unsigned int start_slot, unsigned int count, ID3D10ShaderResourceView *const *views)
{
struct wined3d_shader_resource_view *wined3d_views[D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
struct d3d_device *device = impl_from_ID3D10Device(iface);
unsigned int i;
if (count > ARRAY_SIZE(wined3d_views))
{
WARN("View count %u exceeds limit; ignoring call.\n", count);
return;
}
for (i = 0; i < count; ++i)
{
struct d3d_shader_resource_view *view = unsafe_impl_from_ID3D10ShaderResourceView(views[i]);
wined3d_views[i] = view ? view->wined3d_view : NULL;
}
wined3d_mutex_lock();
wined3d_device_context_set_shader_resource_views(device->immediate_context.wined3d_context,
type, start_slot, count, wined3d_views);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_VSSetConstantBuffers(ID3D10Device1 *iface,
UINT start_slot, UINT buffer_count, ID3D10Buffer *const *buffers)
{
......@@ -4619,21 +4605,10 @@ static void STDMETHODCALLTYPE d3d10_device_VSSetConstantBuffers(ID3D10Device1 *i
static void STDMETHODCALLTYPE d3d10_device_PSSetShaderResources(ID3D10Device1 *iface,
UINT start_slot, UINT view_count, ID3D10ShaderResourceView *const *views)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n",
iface, start_slot, view_count, views);
wined3d_mutex_lock();
for (i = 0; i < view_count; ++i)
{
struct d3d_shader_resource_view *view = unsafe_impl_from_ID3D10ShaderResourceView(views[i]);
wined3d_device_context_set_shader_resource_view(device->immediate_context.wined3d_context,
WINED3D_SHADER_TYPE_PIXEL, start_slot + i, view ? view->wined3d_view : NULL);
}
wined3d_mutex_unlock();
d3d10_device_set_shader_resource_views(iface, WINED3D_SHADER_TYPE_PIXEL, start_slot, view_count, views);
}
static void STDMETHODCALLTYPE d3d10_device_PSSetShader(ID3D10Device1 *iface,
......@@ -4843,21 +4818,10 @@ static void STDMETHODCALLTYPE d3d10_device_IASetPrimitiveTopology(ID3D10Device1
static void STDMETHODCALLTYPE d3d10_device_VSSetShaderResources(ID3D10Device1 *iface,
UINT start_slot, UINT view_count, ID3D10ShaderResourceView *const *views)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n",
iface, start_slot, view_count, views);
wined3d_mutex_lock();
for (i = 0; i < view_count; ++i)
{
struct d3d_shader_resource_view *view = unsafe_impl_from_ID3D10ShaderResourceView(views[i]);
wined3d_device_context_set_shader_resource_view(device->immediate_context.wined3d_context,
WINED3D_SHADER_TYPE_VERTEX, start_slot + i, view ? view->wined3d_view : NULL);
}
wined3d_mutex_unlock();
d3d10_device_set_shader_resource_views(iface, WINED3D_SHADER_TYPE_VERTEX, start_slot, view_count, views);
}
static void STDMETHODCALLTYPE d3d10_device_VSSetSamplers(ID3D10Device1 *iface,
......@@ -4897,21 +4861,10 @@ static void STDMETHODCALLTYPE d3d10_device_SetPredication(ID3D10Device1 *iface,
static void STDMETHODCALLTYPE d3d10_device_GSSetShaderResources(ID3D10Device1 *iface,
UINT start_slot, UINT view_count, ID3D10ShaderResourceView *const *views)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n",
iface, start_slot, view_count, views);
wined3d_mutex_lock();
for (i = 0; i < view_count; ++i)
{
struct d3d_shader_resource_view *view = unsafe_impl_from_ID3D10ShaderResourceView(views[i]);
wined3d_device_context_set_shader_resource_view(device->immediate_context.wined3d_context,
WINED3D_SHADER_TYPE_GEOMETRY, start_slot + i, view ? view->wined3d_view : NULL);
}
wined3d_mutex_unlock();
d3d10_device_set_shader_resource_views(iface, WINED3D_SHADER_TYPE_GEOMETRY, start_slot, view_count, views);
}
static void STDMETHODCALLTYPE d3d10_device_GSSetSamplers(ID3D10Device1 *iface,
......
......@@ -122,7 +122,7 @@ enum wined3d_cs_op
WINED3D_CS_OP_SET_INDEX_BUFFER,
WINED3D_CS_OP_SET_CONSTANT_BUFFERS,
WINED3D_CS_OP_SET_TEXTURE,
WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW,
WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEWS,
WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW,
WINED3D_CS_OP_SET_SAMPLER,
WINED3D_CS_OP_SET_SHADER,
......@@ -310,12 +310,13 @@ struct wined3d_cs_set_color_key
struct wined3d_color_key color_key;
};
struct wined3d_cs_set_shader_resource_view
struct wined3d_cs_set_shader_resource_views
{
enum wined3d_cs_op opcode;
enum wined3d_shader_type type;
UINT view_idx;
struct wined3d_shader_resource_view *view;
unsigned int start_idx;
unsigned int count;
struct wined3d_shader_resource_view *views[1];
};
struct wined3d_cs_set_unordered_access_view
......@@ -601,7 +602,7 @@ static const char *debug_cs_op(enum wined3d_cs_op op)
WINED3D_TO_STR(WINED3D_CS_OP_SET_INDEX_BUFFER);
WINED3D_TO_STR(WINED3D_CS_OP_SET_CONSTANT_BUFFERS);
WINED3D_TO_STR(WINED3D_CS_OP_SET_TEXTURE);
WINED3D_TO_STR(WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW);
WINED3D_TO_STR(WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEWS);
WINED3D_TO_STR(WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW);
WINED3D_TO_STR(WINED3D_CS_OP_SET_SAMPLER);
WINED3D_TO_STR(WINED3D_CS_OP_SET_SHADER);
......@@ -1659,18 +1660,23 @@ void wined3d_device_context_emit_set_texture(struct wined3d_device_context *cont
wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_shader_resource_view(struct wined3d_cs *cs, const void *data)
static void wined3d_cs_exec_set_shader_resource_views(struct wined3d_cs *cs, const void *data)
{
const struct wined3d_cs_set_shader_resource_view *op = data;
struct wined3d_shader_resource_view *prev;
const struct wined3d_cs_set_shader_resource_views *op = data;
unsigned int i;
prev = cs->state.shader_resource_view[op->type][op->view_idx];
cs->state.shader_resource_view[op->type][op->view_idx] = op->view;
for (i = 0; i < op->count; ++i)
{
struct wined3d_shader_resource_view *prev = cs->state.shader_resource_view[op->type][op->start_idx + i];
struct wined3d_shader_resource_view *view = op->views[i];
if (op->view)
InterlockedIncrement(&op->view->resource->bind_count);
if (prev)
InterlockedDecrement(&prev->resource->bind_count);
cs->state.shader_resource_view[op->type][op->start_idx + i] = view;
if (view)
InterlockedIncrement(&view->resource->bind_count);
if (prev)
InterlockedDecrement(&prev->resource->bind_count);
}
if (op->type != WINED3D_SHADER_TYPE_COMPUTE)
device_invalidate_state(cs->c.device, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
......@@ -1678,16 +1684,19 @@ static void wined3d_cs_exec_set_shader_resource_view(struct wined3d_cs *cs, cons
device_invalidate_state(cs->c.device, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
}
void wined3d_device_context_emit_set_shader_resource_view(struct wined3d_device_context *context,
enum wined3d_shader_type type, unsigned int view_idx, struct wined3d_shader_resource_view *view)
void wined3d_device_context_emit_set_shader_resource_views(struct wined3d_device_context *context,
enum wined3d_shader_type type, unsigned int start_idx, unsigned int count,
struct wined3d_shader_resource_view *const *views)
{
struct wined3d_cs_set_shader_resource_view *op;
struct wined3d_cs_set_shader_resource_views *op;
op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW;
op = wined3d_device_context_require_space(context,
offsetof(struct wined3d_cs_set_shader_resource_views, views[count]), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEWS;
op->type = type;
op->view_idx = view_idx;
op->view = view;
op->start_idx = start_idx;
op->count = count;
memcpy(op->views, views, count * sizeof(*views));
wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
}
......@@ -2901,7 +2910,7 @@ static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void
/* WINED3D_CS_OP_SET_INDEX_BUFFER */ wined3d_cs_exec_set_index_buffer,
/* WINED3D_CS_OP_SET_CONSTANT_BUFFERS */ wined3d_cs_exec_set_constant_buffers,
/* WINED3D_CS_OP_SET_TEXTURE */ wined3d_cs_exec_set_texture,
/* WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW */ wined3d_cs_exec_set_shader_resource_view,
/* WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEWS */ wined3d_cs_exec_set_shader_resource_views,
/* WINED3D_CS_OP_SET_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_set_unordered_access_view,
/* WINED3D_CS_OP_SET_SAMPLER */ wined3d_cs_exec_set_sampler,
/* WINED3D_CS_OP_SET_SHADER */ wined3d_cs_exec_set_shader,
......
......@@ -1701,10 +1701,8 @@ void CDECL wined3d_device_context_set_state(struct wined3d_device_context *conte
{
wined3d_device_context_emit_set_sampler(context, i, j, state->sampler[i][j]);
}
for (j = 0; j < MAX_SHADER_RESOURCE_VIEWS; ++j)
{
wined3d_device_context_emit_set_shader_resource_view(context, i, j, state->shader_resource_view[i][j]);
}
wined3d_device_context_emit_set_shader_resource_views(context, i, 0,
MAX_SHADER_RESOURCE_VIEWS, state->shader_resource_view[i]);
}
for (i = 0; i < WINED3D_PIPELINE_COUNT; ++i)
......@@ -1982,45 +1980,58 @@ void CDECL wined3d_device_context_set_scissor_rects(struct wined3d_device_contex
wined3d_device_context_emit_set_scissor_rects(context, rect_count, rects);
}
void CDECL wined3d_device_context_set_shader_resource_view(struct wined3d_device_context *context,
enum wined3d_shader_type type, unsigned int idx, struct wined3d_shader_resource_view *view)
void CDECL wined3d_device_context_set_shader_resource_views(struct wined3d_device_context *context,
enum wined3d_shader_type type, unsigned int start_idx, unsigned int count,
struct wined3d_shader_resource_view *const *const views)
{
struct wined3d_shader_resource_view *real_views[MAX_SHADER_RESOURCE_VIEWS];
struct wined3d_state *state = context->state;
const struct wined3d_rendertarget_view *dsv;
struct wined3d_shader_resource_view *prev;
const struct wined3d_rendertarget_view *dsv = state->fb.depth_stencil;
unsigned int i;
TRACE("context %p, type %#x, idx %u, view %p.\n", context, type, idx, view);
TRACE("context %p, type %#x, start_idx %u, count %u, views %p.\n", context, type, start_idx, count, views);
if (idx >= MAX_SHADER_RESOURCE_VIEWS)
if (start_idx >= MAX_SHADER_RESOURCE_VIEWS || count > MAX_SHADER_RESOURCE_VIEWS - start_idx)
{
WARN("Invalid view index %u.\n", idx);
WARN("Invalid view index %u, count %u.\n", start_idx, count);
return;
}
prev = state->shader_resource_view[type][idx];
if (view == prev)
if (!memcmp(views, &state->shader_resource_view[type][start_idx], count * sizeof(*views)))
return;
if (view && (wined3d_is_srv_rtv_bound(state, view)
|| ((dsv = state->fb.depth_stencil)
&& dsv->resource == view->resource && wined3d_dsv_srv_conflict(dsv, view->format))))
{
WARN("Application is trying to bind resource which is attached as render target.\n");
view = NULL;
}
memcpy(real_views, views, count * sizeof(*views));
if (view)
for (i = 0; i < count; ++i)
{
wined3d_shader_resource_view_incref(view);
wined3d_srv_bind_count_inc(view);
struct wined3d_shader_resource_view *view = real_views[i];
if (view && (wined3d_is_srv_rtv_bound(state, view)
|| (dsv && dsv->resource == view->resource && wined3d_dsv_srv_conflict(dsv, view->format))))
{
WARN("Application is trying to bind resource which is attached as render target.\n");
real_views[i] = NULL;
}
}
state->shader_resource_view[type][idx] = view;
wined3d_device_context_emit_set_shader_resource_view(context, type, idx, view);
if (prev)
wined3d_device_context_emit_set_shader_resource_views(context, type, start_idx, count, real_views);
for (i = 0; i < count; ++i)
{
wined3d_srv_bind_count_dec(prev);
wined3d_shader_resource_view_decref(prev);
struct wined3d_shader_resource_view *prev = state->shader_resource_view[type][start_idx + i];
struct wined3d_shader_resource_view *view = real_views[i];
if (view)
{
wined3d_shader_resource_view_incref(view);
wined3d_srv_bind_count_inc(view);
}
state->shader_resource_view[type][start_idx + i] = view;
if (prev)
{
wined3d_srv_bind_count_dec(prev);
wined3d_shader_resource_view_decref(prev);
}
}
}
......@@ -2100,8 +2111,10 @@ static void wined3d_device_context_unbind_srv_for_rtv(struct wined3d_device_cont
&& ((!dsv && wined3d_is_srv_rtv_bound(state, srv))
|| (dsv && wined3d_dsv_srv_conflict(view, srv->format))))
{
static struct wined3d_shader_resource_view *const null_srv;
WARN("Application sets bound resource as render target.\n");
wined3d_device_context_set_shader_resource_view(context, i, j, NULL);
wined3d_device_context_set_shader_resource_views(context, i, j, 1, &null_srv);
}
}
}
......
......@@ -134,7 +134,7 @@
@ cdecl wined3d_device_context_set_sampler(ptr long long ptr)
@ cdecl wined3d_device_context_set_scissor_rects(ptr long ptr)
@ cdecl wined3d_device_context_set_shader(ptr long ptr)
@ cdecl wined3d_device_context_set_shader_resource_view(ptr long long ptr)
@ cdecl wined3d_device_context_set_shader_resource_views(ptr long long long ptr)
@ cdecl wined3d_device_context_set_state(ptr ptr)
@ cdecl wined3d_device_context_set_stream_output(ptr long ptr long)
@ cdecl wined3d_device_context_set_stream_source(ptr long ptr long long)
......
......@@ -4843,9 +4843,9 @@ void wined3d_device_context_emit_set_scissor_rects(struct wined3d_device_context
unsigned int rect_count, const RECT *rects) 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;
void wined3d_device_context_emit_set_shader_resource_view(struct wined3d_device_context *context,
enum wined3d_shader_type type, unsigned int view_idx,
struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
void wined3d_device_context_emit_set_shader_resource_views(struct wined3d_device_context *context,
enum wined3d_shader_type type, unsigned int start_idx, unsigned int count,
struct wined3d_shader_resource_view *const *views) DECLSPEC_HIDDEN;
void wined3d_device_context_emit_set_stream_output(struct wined3d_device_context *context, unsigned int stream_idx,
struct wined3d_buffer *buffer, unsigned int offset) DECLSPEC_HIDDEN;
void wined3d_device_context_emit_set_stream_source(struct wined3d_device_context *context, unsigned int stream_idx,
......
......@@ -2519,8 +2519,9 @@ void __cdecl wined3d_device_context_set_scissor_rects(struct wined3d_device_cont
const RECT *rects);
void __cdecl wined3d_device_context_set_shader(struct wined3d_device_context *context,
enum wined3d_shader_type type, struct wined3d_shader *shader);
void __cdecl wined3d_device_context_set_shader_resource_view(struct wined3d_device_context *context,
enum wined3d_shader_type type, unsigned int idx, struct wined3d_shader_resource_view *view);
void __cdecl wined3d_device_context_set_shader_resource_views(struct wined3d_device_context *context,
enum wined3d_shader_type type, unsigned int start_idx, unsigned int count,
struct wined3d_shader_resource_view *const *views);
void __cdecl wined3d_device_context_set_state(struct wined3d_device_context *context, struct wined3d_state *state);
void __cdecl wined3d_device_context_set_stream_output(struct wined3d_device_context *context, unsigned int idx,
struct wined3d_buffer *buffer, unsigned int offset);
......
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