Commit f610f121 authored by Pablo Martin's avatar Pablo Martin Committed by Alexandre Julliard

wined3d: Delete the wined3d_device_get_*_cb and wined3d_device_set_*_cb methods.

parent 506582ec
...@@ -2385,7 +2385,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_ClearState(ID3D11DeviceCon ...@@ -2385,7 +2385,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_ClearState(ID3D11DeviceCon
{ {
struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface); struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
static const float blend_factor[] = {1.0f, 1.0f, 1.0f, 1.0f}; static const float blend_factor[] = {1.0f, 1.0f, 1.0f, 1.0f};
unsigned int i; unsigned int i, j;
TRACE("iface %p.\n", iface); TRACE("iface %p.\n", iface);
...@@ -2414,14 +2414,10 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_ClearState(ID3D11DeviceCon ...@@ -2414,14 +2414,10 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_ClearState(ID3D11DeviceCon
wined3d_device_set_ps_resource_view(device->wined3d_device, i, NULL); wined3d_device_set_ps_resource_view(device->wined3d_device, i, NULL);
wined3d_device_set_cs_resource_view(device->wined3d_device, i, NULL); wined3d_device_set_cs_resource_view(device->wined3d_device, i, NULL);
} }
for (i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i) for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
{ {
wined3d_device_set_vs_cb(device->wined3d_device, i, NULL); for (j = 0; j < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++j)
wined3d_device_set_hs_cb(device->wined3d_device, i, NULL); wined3d_device_set_constant_buffer(device->wined3d_device, i, j, NULL);
wined3d_device_set_ds_cb(device->wined3d_device, i, NULL);
wined3d_device_set_gs_cb(device->wined3d_device, i, NULL);
wined3d_device_set_ps_cb(device->wined3d_device, i, NULL);
wined3d_device_set_cs_cb(device->wined3d_device, i, NULL);
} }
for (i = 0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i) for (i = 0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
{ {
......
...@@ -2253,13 +2253,6 @@ void CDECL wined3d_device_set_constant_buffer(struct wined3d_device *device, ...@@ -2253,13 +2253,6 @@ void CDECL wined3d_device_set_constant_buffer(struct wined3d_device *device,
wined3d_buffer_decref(prev); wined3d_buffer_decref(prev);
} }
void CDECL wined3d_device_set_vs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
{
TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_VERTEX, idx, buffer);
}
struct wined3d_buffer * CDECL wined3d_device_get_constant_buffer(const struct wined3d_device *device, struct wined3d_buffer * CDECL wined3d_device_get_constant_buffer(const struct wined3d_device *device,
enum wined3d_shader_type shader_type, unsigned int idx) enum wined3d_shader_type shader_type, unsigned int idx)
{ {
...@@ -2274,13 +2267,6 @@ struct wined3d_buffer * CDECL wined3d_device_get_constant_buffer(const struct wi ...@@ -2274,13 +2267,6 @@ struct wined3d_buffer * CDECL wined3d_device_get_constant_buffer(const struct wi
return device->state.cb[shader_type][idx]; return device->state.cb[shader_type][idx];
} }
struct wined3d_buffer * CDECL wined3d_device_get_vs_cb(const struct wined3d_device *device, UINT idx)
{
TRACE("device %p, idx %u.\n", device, idx);
return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_VERTEX, idx);
}
static void wined3d_device_set_shader_resource_view(struct wined3d_device *device, static void wined3d_device_set_shader_resource_view(struct wined3d_device *device,
enum wined3d_shader_type type, UINT idx, struct wined3d_shader_resource_view *view) enum wined3d_shader_type type, UINT idx, struct wined3d_shader_resource_view *view)
{ {
...@@ -2554,20 +2540,6 @@ struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined ...@@ -2554,20 +2540,6 @@ struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined
return device->state.shader[WINED3D_SHADER_TYPE_PIXEL]; return device->state.shader[WINED3D_SHADER_TYPE_PIXEL];
} }
void CDECL wined3d_device_set_ps_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
{
TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_PIXEL, idx, buffer);
}
struct wined3d_buffer * CDECL wined3d_device_get_ps_cb(const struct wined3d_device *device, UINT idx)
{
TRACE("device %p, idx %u.\n", device, idx);
return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_PIXEL, idx);
}
void CDECL wined3d_device_set_ps_resource_view(struct wined3d_device *device, void CDECL wined3d_device_set_ps_resource_view(struct wined3d_device *device,
UINT idx, struct wined3d_shader_resource_view *view) UINT idx, struct wined3d_shader_resource_view *view)
{ {
...@@ -2766,20 +2738,6 @@ struct wined3d_shader * CDECL wined3d_device_get_hull_shader(const struct wined3 ...@@ -2766,20 +2738,6 @@ struct wined3d_shader * CDECL wined3d_device_get_hull_shader(const struct wined3
return device->state.shader[WINED3D_SHADER_TYPE_HULL]; return device->state.shader[WINED3D_SHADER_TYPE_HULL];
} }
void CDECL wined3d_device_set_hs_cb(struct wined3d_device *device, unsigned int idx, struct wined3d_buffer *buffer)
{
TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_HULL, idx, buffer);
}
struct wined3d_buffer * CDECL wined3d_device_get_hs_cb(const struct wined3d_device *device, unsigned int idx)
{
TRACE("device %p, idx %u.\n", device, idx);
return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_HULL, idx);
}
void CDECL wined3d_device_set_hs_resource_view(struct wined3d_device *device, void CDECL wined3d_device_set_hs_resource_view(struct wined3d_device *device,
unsigned int idx, struct wined3d_shader_resource_view *view) unsigned int idx, struct wined3d_shader_resource_view *view)
{ {
...@@ -2835,20 +2793,6 @@ struct wined3d_shader * CDECL wined3d_device_get_domain_shader(const struct wine ...@@ -2835,20 +2793,6 @@ struct wined3d_shader * CDECL wined3d_device_get_domain_shader(const struct wine
return device->state.shader[WINED3D_SHADER_TYPE_DOMAIN]; return device->state.shader[WINED3D_SHADER_TYPE_DOMAIN];
} }
void CDECL wined3d_device_set_ds_cb(struct wined3d_device *device, unsigned int idx, struct wined3d_buffer *buffer)
{
TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_DOMAIN, idx, buffer);
}
struct wined3d_buffer * CDECL wined3d_device_get_ds_cb(const struct wined3d_device *device, unsigned int idx)
{
TRACE("device %p, idx %u.\n", device, idx);
return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_DOMAIN, idx);
}
void CDECL wined3d_device_set_ds_resource_view(struct wined3d_device *device, void CDECL wined3d_device_set_ds_resource_view(struct wined3d_device *device,
unsigned int idx, struct wined3d_shader_resource_view *view) unsigned int idx, struct wined3d_shader_resource_view *view)
{ {
...@@ -2903,20 +2847,6 @@ struct wined3d_shader * CDECL wined3d_device_get_geometry_shader(const struct wi ...@@ -2903,20 +2847,6 @@ struct wined3d_shader * CDECL wined3d_device_get_geometry_shader(const struct wi
return device->state.shader[WINED3D_SHADER_TYPE_GEOMETRY]; return device->state.shader[WINED3D_SHADER_TYPE_GEOMETRY];
} }
void CDECL wined3d_device_set_gs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
{
TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, buffer);
}
struct wined3d_buffer * CDECL wined3d_device_get_gs_cb(const struct wined3d_device *device, UINT idx)
{
TRACE("device %p, idx %u.\n", device, idx);
return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_GEOMETRY, idx);
}
void CDECL wined3d_device_set_gs_resource_view(struct wined3d_device *device, void CDECL wined3d_device_set_gs_resource_view(struct wined3d_device *device,
UINT idx, struct wined3d_shader_resource_view *view) UINT idx, struct wined3d_shader_resource_view *view)
{ {
...@@ -2971,20 +2901,6 @@ struct wined3d_shader * CDECL wined3d_device_get_compute_shader(const struct win ...@@ -2971,20 +2901,6 @@ struct wined3d_shader * CDECL wined3d_device_get_compute_shader(const struct win
return device->state.shader[WINED3D_SHADER_TYPE_COMPUTE]; return device->state.shader[WINED3D_SHADER_TYPE_COMPUTE];
} }
void CDECL wined3d_device_set_cs_cb(struct wined3d_device *device, unsigned int idx, struct wined3d_buffer *buffer)
{
TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_COMPUTE, idx, buffer);
}
struct wined3d_buffer * CDECL wined3d_device_get_cs_cb(const struct wined3d_device *device, unsigned int idx)
{
TRACE("device %p, idx %u.\n", device, idx);
return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_COMPUTE, idx);
}
void CDECL wined3d_device_set_cs_resource_view(struct wined3d_device *device, void CDECL wined3d_device_set_cs_resource_view(struct wined3d_device *device,
unsigned int idx, struct wined3d_shader_resource_view *view) unsigned int idx, struct wined3d_shader_resource_view *view)
{ {
......
...@@ -63,7 +63,6 @@ ...@@ -63,7 +63,6 @@
@ cdecl wined3d_device_get_compute_shader(ptr) @ cdecl wined3d_device_get_compute_shader(ptr)
@ cdecl wined3d_device_get_constant_buffer(ptr long long) @ cdecl wined3d_device_get_constant_buffer(ptr long long)
@ cdecl wined3d_device_get_creation_parameters(ptr ptr) @ cdecl wined3d_device_get_creation_parameters(ptr ptr)
@ cdecl wined3d_device_get_cs_cb(ptr long)
@ cdecl wined3d_device_get_cs_resource_view(ptr long) @ cdecl wined3d_device_get_cs_resource_view(ptr long)
@ cdecl wined3d_device_get_cs_sampler(ptr long) @ cdecl wined3d_device_get_cs_sampler(ptr long)
@ cdecl wined3d_device_get_cs_uav(ptr long) @ cdecl wined3d_device_get_cs_uav(ptr long)
...@@ -71,15 +70,12 @@ ...@@ -71,15 +70,12 @@
@ cdecl wined3d_device_get_device_caps(ptr ptr) @ cdecl wined3d_device_get_device_caps(ptr ptr)
@ cdecl wined3d_device_get_display_mode(ptr long ptr ptr) @ cdecl wined3d_device_get_display_mode(ptr long ptr ptr)
@ cdecl wined3d_device_get_domain_shader(ptr) @ cdecl wined3d_device_get_domain_shader(ptr)
@ cdecl wined3d_device_get_ds_cb(ptr long)
@ cdecl wined3d_device_get_ds_resource_view(ptr long) @ cdecl wined3d_device_get_ds_resource_view(ptr long)
@ cdecl wined3d_device_get_ds_sampler(ptr long) @ cdecl wined3d_device_get_ds_sampler(ptr long)
@ cdecl wined3d_device_get_gamma_ramp(ptr long ptr) @ cdecl wined3d_device_get_gamma_ramp(ptr long ptr)
@ cdecl wined3d_device_get_geometry_shader(ptr) @ cdecl wined3d_device_get_geometry_shader(ptr)
@ cdecl wined3d_device_get_gs_cb(ptr long)
@ cdecl wined3d_device_get_gs_resource_view(ptr long) @ cdecl wined3d_device_get_gs_resource_view(ptr long)
@ cdecl wined3d_device_get_gs_sampler(ptr long) @ cdecl wined3d_device_get_gs_sampler(ptr long)
@ cdecl wined3d_device_get_hs_cb(ptr long)
@ cdecl wined3d_device_get_hs_resource_view(ptr long) @ cdecl wined3d_device_get_hs_resource_view(ptr long)
@ cdecl wined3d_device_get_hs_sampler(ptr long) @ cdecl wined3d_device_get_hs_sampler(ptr long)
@ cdecl wined3d_device_get_hull_shader(ptr) @ cdecl wined3d_device_get_hull_shader(ptr)
...@@ -92,7 +88,6 @@ ...@@ -92,7 +88,6 @@
@ cdecl wined3d_device_get_pixel_shader(ptr) @ cdecl wined3d_device_get_pixel_shader(ptr)
@ cdecl wined3d_device_get_predication(ptr ptr) @ cdecl wined3d_device_get_predication(ptr ptr)
@ cdecl wined3d_device_get_primitive_type(ptr ptr ptr) @ cdecl wined3d_device_get_primitive_type(ptr ptr ptr)
@ cdecl wined3d_device_get_ps_cb(ptr long)
@ cdecl wined3d_device_get_ps_consts_b(ptr long long ptr) @ cdecl wined3d_device_get_ps_consts_b(ptr long long ptr)
@ cdecl wined3d_device_get_ps_consts_f(ptr long long ptr) @ cdecl wined3d_device_get_ps_consts_f(ptr long long ptr)
@ cdecl wined3d_device_get_ps_consts_i(ptr long long ptr) @ cdecl wined3d_device_get_ps_consts_i(ptr long long ptr)
...@@ -117,7 +112,6 @@ ...@@ -117,7 +112,6 @@
@ cdecl wined3d_device_get_vertex_declaration(ptr) @ cdecl wined3d_device_get_vertex_declaration(ptr)
@ cdecl wined3d_device_get_vertex_shader(ptr) @ cdecl wined3d_device_get_vertex_shader(ptr)
@ cdecl wined3d_device_get_viewports(ptr ptr ptr) @ cdecl wined3d_device_get_viewports(ptr ptr ptr)
@ cdecl wined3d_device_get_vs_cb(ptr long)
@ cdecl wined3d_device_get_vs_consts_b(ptr long long ptr) @ cdecl wined3d_device_get_vs_consts_b(ptr long long ptr)
@ cdecl wined3d_device_get_vs_consts_f(ptr long long ptr) @ cdecl wined3d_device_get_vs_consts_f(ptr long long ptr)
@ cdecl wined3d_device_get_vs_consts_i(ptr long long ptr) @ cdecl wined3d_device_get_vs_consts_i(ptr long long ptr)
...@@ -139,7 +133,6 @@ ...@@ -139,7 +133,6 @@
@ cdecl wined3d_device_set_clip_status(ptr ptr) @ cdecl wined3d_device_set_clip_status(ptr ptr)
@ cdecl wined3d_device_set_compute_shader(ptr ptr) @ cdecl wined3d_device_set_compute_shader(ptr ptr)
@ cdecl wined3d_device_set_constant_buffer(ptr long long ptr) @ cdecl wined3d_device_set_constant_buffer(ptr long long ptr)
@ cdecl wined3d_device_set_cs_cb(ptr long ptr)
@ cdecl wined3d_device_set_cs_resource_view(ptr long ptr) @ cdecl wined3d_device_set_cs_resource_view(ptr long ptr)
@ cdecl wined3d_device_set_cs_sampler(ptr long ptr) @ cdecl wined3d_device_set_cs_sampler(ptr long ptr)
@ cdecl wined3d_device_set_cs_uav(ptr long ptr long) @ cdecl wined3d_device_set_cs_uav(ptr long ptr long)
...@@ -148,15 +141,12 @@ ...@@ -148,15 +141,12 @@
@ cdecl wined3d_device_set_depth_stencil_view(ptr ptr) @ cdecl wined3d_device_set_depth_stencil_view(ptr ptr)
@ cdecl wined3d_device_set_dialog_box_mode(ptr long) @ cdecl wined3d_device_set_dialog_box_mode(ptr long)
@ cdecl wined3d_device_set_domain_shader(ptr ptr) @ cdecl wined3d_device_set_domain_shader(ptr ptr)
@ cdecl wined3d_device_set_ds_cb(ptr long ptr)
@ cdecl wined3d_device_set_ds_resource_view(ptr long ptr) @ cdecl wined3d_device_set_ds_resource_view(ptr long ptr)
@ cdecl wined3d_device_set_ds_sampler(ptr long ptr) @ cdecl wined3d_device_set_ds_sampler(ptr long ptr)
@ cdecl wined3d_device_set_gamma_ramp(ptr long long ptr) @ cdecl wined3d_device_set_gamma_ramp(ptr long long ptr)
@ cdecl wined3d_device_set_geometry_shader(ptr ptr) @ cdecl wined3d_device_set_geometry_shader(ptr ptr)
@ cdecl wined3d_device_set_gs_cb(ptr long ptr)
@ cdecl wined3d_device_set_gs_resource_view(ptr long ptr) @ cdecl wined3d_device_set_gs_resource_view(ptr long ptr)
@ cdecl wined3d_device_set_gs_sampler(ptr long ptr) @ cdecl wined3d_device_set_gs_sampler(ptr long ptr)
@ cdecl wined3d_device_set_hs_cb(ptr long ptr)
@ cdecl wined3d_device_set_hs_resource_view(ptr long ptr) @ cdecl wined3d_device_set_hs_resource_view(ptr long ptr)
@ cdecl wined3d_device_set_hs_sampler(ptr long ptr) @ cdecl wined3d_device_set_hs_sampler(ptr long ptr)
@ cdecl wined3d_device_set_hull_shader(ptr ptr) @ cdecl wined3d_device_set_hull_shader(ptr ptr)
...@@ -170,7 +160,6 @@ ...@@ -170,7 +160,6 @@
@ cdecl wined3d_device_set_pixel_shader(ptr ptr) @ cdecl wined3d_device_set_pixel_shader(ptr ptr)
@ cdecl wined3d_device_set_predication(ptr ptr long) @ cdecl wined3d_device_set_predication(ptr ptr long)
@ cdecl wined3d_device_set_primitive_type(ptr long long) @ cdecl wined3d_device_set_primitive_type(ptr long long)
@ cdecl wined3d_device_set_ps_cb(ptr long ptr)
@ cdecl wined3d_device_set_ps_consts_b(ptr long long ptr) @ cdecl wined3d_device_set_ps_consts_b(ptr long long ptr)
@ cdecl wined3d_device_set_ps_consts_f(ptr long long ptr) @ cdecl wined3d_device_set_ps_consts_f(ptr long long ptr)
@ cdecl wined3d_device_set_ps_consts_i(ptr long long ptr) @ cdecl wined3d_device_set_ps_consts_i(ptr long long ptr)
...@@ -192,7 +181,6 @@ ...@@ -192,7 +181,6 @@
@ cdecl wined3d_device_set_vertex_declaration(ptr ptr) @ cdecl wined3d_device_set_vertex_declaration(ptr ptr)
@ cdecl wined3d_device_set_vertex_shader(ptr ptr) @ cdecl wined3d_device_set_vertex_shader(ptr ptr)
@ cdecl wined3d_device_set_viewports(ptr long ptr) @ cdecl wined3d_device_set_viewports(ptr long ptr)
@ cdecl wined3d_device_set_vs_cb(ptr long ptr)
@ cdecl wined3d_device_set_vs_consts_b(ptr long long ptr) @ cdecl wined3d_device_set_vs_consts_b(ptr long long ptr)
@ cdecl wined3d_device_set_vs_consts_f(ptr long long ptr) @ cdecl wined3d_device_set_vs_consts_f(ptr long long ptr)
@ cdecl wined3d_device_set_vs_consts_i(ptr long long ptr) @ cdecl wined3d_device_set_vs_consts_i(ptr long long ptr)
......
...@@ -2265,7 +2265,6 @@ struct wined3d_buffer * __cdecl wined3d_device_get_constant_buffer(const struct ...@@ -2265,7 +2265,6 @@ struct wined3d_buffer * __cdecl wined3d_device_get_constant_buffer(const struct
enum wined3d_shader_type shader_type, unsigned int idx); enum wined3d_shader_type shader_type, unsigned int idx);
void __cdecl wined3d_device_get_creation_parameters(const struct wined3d_device *device, void __cdecl wined3d_device_get_creation_parameters(const struct wined3d_device *device,
struct wined3d_device_creation_parameters *creation_parameters); struct wined3d_device_creation_parameters *creation_parameters);
struct wined3d_buffer * __cdecl wined3d_device_get_cs_cb(const struct wined3d_device *device, unsigned int idx);
struct wined3d_shader_resource_view * __cdecl wined3d_device_get_cs_resource_view(const struct wined3d_device *device, struct wined3d_shader_resource_view * __cdecl wined3d_device_get_cs_resource_view(const struct wined3d_device *device,
unsigned int idx); unsigned int idx);
struct wined3d_sampler * __cdecl wined3d_device_get_cs_sampler(const struct wined3d_device *device, unsigned int idx); struct wined3d_sampler * __cdecl wined3d_device_get_cs_sampler(const struct wined3d_device *device, unsigned int idx);
...@@ -2276,18 +2275,15 @@ HRESULT __cdecl wined3d_device_get_device_caps(const struct wined3d_device *devi ...@@ -2276,18 +2275,15 @@ HRESULT __cdecl wined3d_device_get_device_caps(const struct wined3d_device *devi
HRESULT __cdecl wined3d_device_get_display_mode(const struct wined3d_device *device, UINT swapchain_idx, HRESULT __cdecl wined3d_device_get_display_mode(const struct wined3d_device *device, UINT swapchain_idx,
struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation); struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation);
struct wined3d_shader * __cdecl wined3d_device_get_domain_shader(const struct wined3d_device *device); struct wined3d_shader * __cdecl wined3d_device_get_domain_shader(const struct wined3d_device *device);
struct wined3d_buffer * __cdecl wined3d_device_get_ds_cb(const struct wined3d_device *device, unsigned int idx);
struct wined3d_shader_resource_view * __cdecl wined3d_device_get_ds_resource_view(const struct wined3d_device *device, struct wined3d_shader_resource_view * __cdecl wined3d_device_get_ds_resource_view(const struct wined3d_device *device,
unsigned int idx); unsigned int idx);
struct wined3d_sampler * __cdecl wined3d_device_get_ds_sampler(const struct wined3d_device *device, unsigned int idx); struct wined3d_sampler * __cdecl wined3d_device_get_ds_sampler(const struct wined3d_device *device, unsigned int idx);
void __cdecl wined3d_device_get_gamma_ramp(const struct wined3d_device *device, void __cdecl wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
UINT swapchain_idx, struct wined3d_gamma_ramp *ramp); UINT swapchain_idx, struct wined3d_gamma_ramp *ramp);
struct wined3d_shader * __cdecl wined3d_device_get_geometry_shader(const struct wined3d_device *device); struct wined3d_shader * __cdecl wined3d_device_get_geometry_shader(const struct wined3d_device *device);
struct wined3d_buffer * __cdecl wined3d_device_get_gs_cb(const struct wined3d_device *device, UINT idx);
struct wined3d_shader_resource_view * __cdecl wined3d_device_get_gs_resource_view(const struct wined3d_device *device, struct wined3d_shader_resource_view * __cdecl wined3d_device_get_gs_resource_view(const struct wined3d_device *device,
UINT idx); UINT idx);
struct wined3d_sampler * __cdecl wined3d_device_get_gs_sampler(const struct wined3d_device *device, UINT idx); struct wined3d_sampler * __cdecl wined3d_device_get_gs_sampler(const struct wined3d_device *device, UINT idx);
struct wined3d_buffer * __cdecl wined3d_device_get_hs_cb(const struct wined3d_device *device, unsigned int idx);
struct wined3d_shader_resource_view * __cdecl wined3d_device_get_hs_resource_view(const struct wined3d_device *device, struct wined3d_shader_resource_view * __cdecl wined3d_device_get_hs_resource_view(const struct wined3d_device *device,
unsigned int idx); unsigned int idx);
struct wined3d_sampler * __cdecl wined3d_device_get_hs_sampler(const struct wined3d_device *device, unsigned int idx); struct wined3d_sampler * __cdecl wined3d_device_get_hs_sampler(const struct wined3d_device *device, unsigned int idx);
...@@ -2304,7 +2300,6 @@ struct wined3d_shader * __cdecl wined3d_device_get_pixel_shader(const struct win ...@@ -2304,7 +2300,6 @@ struct wined3d_shader * __cdecl wined3d_device_get_pixel_shader(const struct win
struct wined3d_query * __cdecl wined3d_device_get_predication(struct wined3d_device *device, BOOL *value); struct wined3d_query * __cdecl wined3d_device_get_predication(struct wined3d_device *device, BOOL *value);
void __cdecl wined3d_device_get_primitive_type(const struct wined3d_device *device, void __cdecl wined3d_device_get_primitive_type(const struct wined3d_device *device,
enum wined3d_primitive_type *primitive_topology, unsigned int *patch_vertex_count); enum wined3d_primitive_type *primitive_topology, unsigned int *patch_vertex_count);
struct wined3d_buffer * __cdecl wined3d_device_get_ps_cb(const struct wined3d_device *device, UINT idx);
HRESULT __cdecl wined3d_device_get_ps_consts_b(const struct wined3d_device *device, HRESULT __cdecl wined3d_device_get_ps_consts_b(const struct wined3d_device *device,
unsigned int start_idx, unsigned int count, BOOL *constants); unsigned int start_idx, unsigned int count, BOOL *constants);
HRESULT __cdecl wined3d_device_get_ps_consts_f(const struct wined3d_device *device, HRESULT __cdecl wined3d_device_get_ps_consts_f(const struct wined3d_device *device,
...@@ -2345,7 +2340,6 @@ struct wined3d_vertex_declaration * __cdecl wined3d_device_get_vertex_declaratio ...@@ -2345,7 +2340,6 @@ struct wined3d_vertex_declaration * __cdecl wined3d_device_get_vertex_declaratio
struct wined3d_shader * __cdecl wined3d_device_get_vertex_shader(const struct wined3d_device *device); struct wined3d_shader * __cdecl wined3d_device_get_vertex_shader(const struct wined3d_device *device);
void __cdecl wined3d_device_get_viewports(const struct wined3d_device *device, unsigned int *viewport_count, void __cdecl wined3d_device_get_viewports(const struct wined3d_device *device, unsigned int *viewport_count,
struct wined3d_viewport *viewports); struct wined3d_viewport *viewports);
struct wined3d_buffer * __cdecl wined3d_device_get_vs_cb(const struct wined3d_device *device, UINT idx);
HRESULT __cdecl wined3d_device_get_vs_consts_b(const struct wined3d_device *device, HRESULT __cdecl wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
unsigned int start_idx, unsigned int count, BOOL *constants); unsigned int start_idx, unsigned int count, BOOL *constants);
HRESULT __cdecl wined3d_device_get_vs_consts_f(const struct wined3d_device *device, HRESULT __cdecl wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
...@@ -2383,7 +2377,6 @@ HRESULT __cdecl wined3d_device_set_clip_status(struct wined3d_device *device, ...@@ -2383,7 +2377,6 @@ HRESULT __cdecl wined3d_device_set_clip_status(struct wined3d_device *device,
void __cdecl wined3d_device_set_compute_shader(struct wined3d_device *device, struct wined3d_shader *shader); void __cdecl wined3d_device_set_compute_shader(struct wined3d_device *device, struct wined3d_shader *shader);
void __cdecl wined3d_device_set_constant_buffer(struct wined3d_device *device, enum wined3d_shader_type type, UINT idx, void __cdecl wined3d_device_set_constant_buffer(struct wined3d_device *device, enum wined3d_shader_type type, UINT idx,
struct wined3d_buffer *buffer); struct wined3d_buffer *buffer);
void __cdecl wined3d_device_set_cs_cb(struct wined3d_device *device, unsigned int idx, struct wined3d_buffer *buffer);
void __cdecl wined3d_device_set_cs_resource_view(struct wined3d_device *device, void __cdecl wined3d_device_set_cs_resource_view(struct wined3d_device *device,
unsigned int idx, struct wined3d_shader_resource_view *view); unsigned int idx, struct wined3d_shader_resource_view *view);
void __cdecl wined3d_device_set_cs_sampler(struct wined3d_device *device, void __cdecl wined3d_device_set_cs_sampler(struct wined3d_device *device,
...@@ -2398,7 +2391,6 @@ void __cdecl wined3d_device_set_depth_stencil_view(struct wined3d_device *device ...@@ -2398,7 +2391,6 @@ void __cdecl wined3d_device_set_depth_stencil_view(struct wined3d_device *device
struct wined3d_rendertarget_view *view); struct wined3d_rendertarget_view *view);
HRESULT __cdecl wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs); HRESULT __cdecl wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs);
void __cdecl wined3d_device_set_domain_shader(struct wined3d_device *device, struct wined3d_shader *shader); void __cdecl wined3d_device_set_domain_shader(struct wined3d_device *device, struct wined3d_shader *shader);
void __cdecl wined3d_device_set_ds_cb(struct wined3d_device *device, unsigned int idx, struct wined3d_buffer *buffer);
void __cdecl wined3d_device_set_ds_resource_view(struct wined3d_device *device, void __cdecl wined3d_device_set_ds_resource_view(struct wined3d_device *device,
unsigned int idx, struct wined3d_shader_resource_view *view); unsigned int idx, struct wined3d_shader_resource_view *view);
void __cdecl wined3d_device_set_ds_sampler(struct wined3d_device *device, void __cdecl wined3d_device_set_ds_sampler(struct wined3d_device *device,
...@@ -2406,11 +2398,9 @@ void __cdecl wined3d_device_set_ds_sampler(struct wined3d_device *device, ...@@ -2406,11 +2398,9 @@ void __cdecl wined3d_device_set_ds_sampler(struct wined3d_device *device,
void __cdecl wined3d_device_set_gamma_ramp(const struct wined3d_device *device, void __cdecl wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp); UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp);
void __cdecl wined3d_device_set_geometry_shader(struct wined3d_device *device, struct wined3d_shader *shader); void __cdecl wined3d_device_set_geometry_shader(struct wined3d_device *device, struct wined3d_shader *shader);
void __cdecl wined3d_device_set_gs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer);
void __cdecl wined3d_device_set_gs_resource_view(struct wined3d_device *device, void __cdecl wined3d_device_set_gs_resource_view(struct wined3d_device *device,
UINT idx, struct wined3d_shader_resource_view *view); UINT idx, struct wined3d_shader_resource_view *view);
void __cdecl wined3d_device_set_gs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler); void __cdecl wined3d_device_set_gs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler);
void __cdecl wined3d_device_set_hs_cb(struct wined3d_device *device, unsigned int idx, struct wined3d_buffer *buffer);
void __cdecl wined3d_device_set_hs_resource_view(struct wined3d_device *device, void __cdecl wined3d_device_set_hs_resource_view(struct wined3d_device *device,
unsigned int idx, struct wined3d_shader_resource_view *view); unsigned int idx, struct wined3d_shader_resource_view *view);
void __cdecl wined3d_device_set_hs_sampler(struct wined3d_device *device, void __cdecl wined3d_device_set_hs_sampler(struct wined3d_device *device,
...@@ -2430,7 +2420,6 @@ void __cdecl wined3d_device_set_predication(struct wined3d_device *device, ...@@ -2430,7 +2420,6 @@ void __cdecl wined3d_device_set_predication(struct wined3d_device *device,
struct wined3d_query *predicate, BOOL value); struct wined3d_query *predicate, BOOL value);
void __cdecl wined3d_device_set_primitive_type(struct wined3d_device *device, void __cdecl wined3d_device_set_primitive_type(struct wined3d_device *device,
enum wined3d_primitive_type primitive_topology, unsigned int patch_vertex_count); enum wined3d_primitive_type primitive_topology, unsigned int patch_vertex_count);
void __cdecl wined3d_device_set_ps_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer);
HRESULT __cdecl wined3d_device_set_ps_consts_b(struct wined3d_device *device, HRESULT __cdecl wined3d_device_set_ps_consts_b(struct wined3d_device *device,
unsigned int start_idx, unsigned int count, const BOOL *constants); unsigned int start_idx, unsigned int count, const BOOL *constants);
HRESULT __cdecl wined3d_device_set_ps_consts_f(struct wined3d_device *device, HRESULT __cdecl wined3d_device_set_ps_consts_f(struct wined3d_device *device,
...@@ -2468,7 +2457,6 @@ void __cdecl wined3d_device_set_vertex_declaration(struct wined3d_device *device ...@@ -2468,7 +2457,6 @@ void __cdecl wined3d_device_set_vertex_declaration(struct wined3d_device *device
void __cdecl wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader); void __cdecl wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader);
void __cdecl wined3d_device_set_viewports(struct wined3d_device *device, unsigned int viewport_count, void __cdecl wined3d_device_set_viewports(struct wined3d_device *device, unsigned int viewport_count,
const struct wined3d_viewport *viewports); const struct wined3d_viewport *viewports);
void __cdecl wined3d_device_set_vs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer);
HRESULT __cdecl wined3d_device_set_vs_consts_b(struct wined3d_device *device, HRESULT __cdecl wined3d_device_set_vs_consts_b(struct wined3d_device *device,
unsigned int start_idx, unsigned int count, const BOOL *constants); unsigned int start_idx, unsigned int count, const BOOL *constants);
HRESULT __cdecl wined3d_device_set_vs_consts_f(struct wined3d_device *device, HRESULT __cdecl wined3d_device_set_vs_consts_f(struct wined3d_device *device,
......
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