Commit baf87afd authored by Zebediah Figura's avatar Zebediah Figura Committed by Alexandre Julliard

d3d11: Use wined3d_device_context_set_stream_source().

parent db04f627
...@@ -666,7 +666,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_IASetInputLayout(ID3D11Dev ...@@ -666,7 +666,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_IASetInputLayout(ID3D11Dev
static void STDMETHODCALLTYPE d3d11_immediate_context_IASetVertexBuffers(ID3D11DeviceContext1 *iface, static void STDMETHODCALLTYPE d3d11_immediate_context_IASetVertexBuffers(ID3D11DeviceContext1 *iface,
UINT start_slot, UINT buffer_count, ID3D11Buffer *const *buffers, const UINT *strides, const UINT *offsets) UINT start_slot, UINT buffer_count, ID3D11Buffer *const *buffers, const UINT *strides, const UINT *offsets)
{ {
struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface); struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface);
unsigned int i; unsigned int i;
TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p, strides %p, offsets %p.\n", TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p, strides %p, offsets %p.\n",
...@@ -677,7 +677,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_IASetVertexBuffers(ID3D11D ...@@ -677,7 +677,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_IASetVertexBuffers(ID3D11D
{ {
struct d3d_buffer *buffer = unsafe_impl_from_ID3D11Buffer(buffers[i]); struct d3d_buffer *buffer = unsafe_impl_from_ID3D11Buffer(buffers[i]);
wined3d_device_set_stream_source(device->wined3d_device, start_slot + i, wined3d_device_context_set_stream_source(context->wined3d_context, start_slot + i,
buffer ? buffer->wined3d_buffer : NULL, offsets[i], strides[i]); buffer ? buffer->wined3d_buffer : NULL, offsets[i], strides[i]);
} }
wined3d_mutex_unlock(); wined3d_mutex_unlock();
...@@ -2613,7 +2613,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_ClearState(ID3D11DeviceCon ...@@ -2613,7 +2613,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_ClearState(ID3D11DeviceCon
} }
for (i = 0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i) for (i = 0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
{ {
wined3d_device_set_stream_source(device->wined3d_device, i, NULL, 0, 0); wined3d_device_context_set_stream_source(context->wined3d_context, i, NULL, 0, 0);
} }
wined3d_device_set_index_buffer(device->wined3d_device, NULL, WINED3DFMT_UNKNOWN, 0); wined3d_device_set_index_buffer(device->wined3d_device, NULL, WINED3DFMT_UNKNOWN, 0);
wined3d_device_set_vertex_declaration(device->wined3d_device, NULL); wined3d_device_set_vertex_declaration(device->wined3d_device, NULL);
......
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