Commit cdb8fff3 authored by Zebediah Figura's avatar Zebediah Figura Committed by Alexandre Julliard

wined3d: Pass a wined3d_device_context to wined3d_cs_emit_set_rendertarget_view().

parent f4eb08e8
......@@ -1203,17 +1203,17 @@ static void wined3d_cs_exec_set_rendertarget_view(struct wined3d_cs *cs, const v
device_invalidate_state(cs->c.device, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL));
}
void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
void wined3d_device_context_emit_set_rendertarget_view(struct wined3d_device_context *context, unsigned int view_idx,
struct wined3d_rendertarget_view *view)
{
struct wined3d_cs_set_rendertarget_view *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_RENDERTARGET_VIEW;
op->view_idx = view_idx;
op->view = view;
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_depth_stencil_view(struct wined3d_cs *cs, const void *data)
......
......@@ -1874,7 +1874,7 @@ void CDECL wined3d_device_set_state(struct wined3d_device *device, struct wined3
for (i = 0; i < WINED3D_MAX_RENDER_TARGETS; ++i)
{
wined3d_cs_emit_set_rendertarget_view(device->cs, i, state->fb.render_targets[i]);
wined3d_device_context_emit_set_rendertarget_view(context, i, state->fb.render_targets[i]);
}
wined3d_cs_emit_set_depth_stencil_view(device->cs, state->fb.depth_stencil);
......@@ -5246,7 +5246,7 @@ HRESULT CDECL wined3d_device_set_rendertarget_view(struct wined3d_device *device
wined3d_rtv_bind_count_inc(view);
}
state->fb.render_targets[view_idx] = view;
wined3d_cs_emit_set_rendertarget_view(device->cs, view_idx, view);
wined3d_device_context_emit_set_rendertarget_view(&device->cs->c, view_idx, view);
/* Release after the assignment, to prevent device_resource_released()
* from seeing the surface as still in use. */
if (prev)
......
......@@ -4761,8 +4761,6 @@ void wined3d_cs_emit_set_predication(struct wined3d_cs *cs,
struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
......@@ -4809,6 +4807,8 @@ void wined3d_device_context_emit_set_depth_stencil_state(struct wined3d_device_c
struct wined3d_depth_stencil_state *state, unsigned int stencil_ref) DECLSPEC_HIDDEN;
void wined3d_device_context_emit_set_rasterizer_state(struct wined3d_device_context *context,
struct wined3d_rasterizer_state *rasterizer_state) DECLSPEC_HIDDEN;
void wined3d_device_context_emit_set_rendertarget_view(struct wined3d_device_context *context, unsigned int view_idx,
struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
void wined3d_device_context_emit_set_sampler(struct wined3d_device_context *context, enum wined3d_shader_type type,
unsigned int sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
void wined3d_device_context_emit_set_scissor_rects(struct wined3d_device_context *context,
......
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