Zebediah Figura : wined3d: Pass a wined3d_device_context to wined3d_device_get_depth_stencil_state().
Alexandre Julliard
julliard at winehq.org
Fri Apr 16 15:56:22 CDT 2021
Module: wine
Branch: master
Commit: aca1fa4cf29fe6feeae08b1f12975aff5a0e6c85
URL: https://source.winehq.org/git/wine.git/?a=commit;h=aca1fa4cf29fe6feeae08b1f12975aff5a0e6c85
Author: Zebediah Figura <z.figura12 at gmail.com>
Date: Fri Apr 16 10:49:23 2021 -0500
wined3d: Pass a wined3d_device_context to wined3d_device_get_depth_stencil_state().
Signed-off-by: Zebediah Figura <z.figura12 at gmail.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/d3d11/device.c | 4 ++--
dlls/wined3d/device.c | 10 +++++-----
dlls/wined3d/wined3d.spec | 2 +-
include/wine/wined3d.h | 4 ++--
4 files changed, 10 insertions(+), 10 deletions(-)
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c
index 70d14c7f2c5..d56be188cf6 100644
--- a/dlls/d3d11/device.c
+++ b/dlls/d3d11/device.c
@@ -2161,7 +2161,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMGetBlendState(ID3D11Devi
static void STDMETHODCALLTYPE d3d11_immediate_context_OMGetDepthStencilState(ID3D11DeviceContext1 *iface,
ID3D11DepthStencilState **depth_stencil_state, UINT *stencil_ref)
{
- struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
+ struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface);
struct wined3d_depth_stencil_state *wined3d_state;
struct d3d_depthstencil_state *state_impl;
@@ -2169,7 +2169,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMGetDepthStencilState(ID3
iface, depth_stencil_state, stencil_ref);
wined3d_mutex_lock();
- if ((wined3d_state = wined3d_device_get_depth_stencil_state(device->wined3d_device, stencil_ref)))
+ if ((wined3d_state = wined3d_device_context_get_depth_stencil_state(context->wined3d_context, stencil_ref)))
{
state_impl = wined3d_depth_stencil_state_get_parent(wined3d_state);
ID3D11DepthStencilState_AddRef(*depth_stencil_state = &state_impl->ID3D11DepthStencilState_iface);
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 39701886450..c370c5dff7c 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -1623,12 +1623,12 @@ void CDECL wined3d_device_set_depth_stencil_state(struct wined3d_device *device,
wined3d_device_context_set_depth_stencil_state(&device->cs->c, depth_stencil_state, stencil_ref);
}
-struct wined3d_depth_stencil_state * CDECL wined3d_device_get_depth_stencil_state(const struct wined3d_device *device,
- unsigned int *stencil_ref)
+struct wined3d_depth_stencil_state * CDECL wined3d_device_context_get_depth_stencil_state(
+ const struct wined3d_device_context *context, unsigned int *stencil_ref)
{
- const struct wined3d_state *state = device->cs->c.state;
+ const struct wined3d_state *state = context->state;
- TRACE("device %p, stencil_ref %p.\n", device, stencil_ref);
+ TRACE("context %p, stencil_ref %p.\n", context, stencil_ref);
*stencil_ref = state->stencil_ref;
return state->depth_stencil_state;
@@ -4221,7 +4221,7 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
if (wined3d_bitmap_is_set(changed->renderState, WINED3D_RS_STENCILREF))
stencil_ref = state->rs[WINED3D_RS_STENCILREF];
else
- wined3d_device_get_depth_stencil_state(device, &stencil_ref);
+ wined3d_device_context_get_depth_stencil_state(context, &stencil_ref);
if ((entry = wine_rb_get(&device->depth_stencil_states, &desc)))
{
diff --git a/dlls/wined3d/wined3d.spec b/dlls/wined3d/wined3d.spec
index 35fbc44ee64..e9650c10024 100644
--- a/dlls/wined3d/wined3d.spec
+++ b/dlls/wined3d/wined3d.spec
@@ -61,7 +61,6 @@
@ cdecl wined3d_device_get_cs_resource_view(ptr long)
@ cdecl wined3d_device_get_cs_sampler(ptr long)
@ cdecl wined3d_device_get_cs_uav(ptr long)
-@ cdecl wined3d_device_get_depth_stencil_state(ptr)
@ cdecl wined3d_device_get_depth_stencil_view(ptr)
@ cdecl wined3d_device_get_device_caps(ptr ptr)
@ cdecl wined3d_device_get_display_mode(ptr long ptr ptr)
@@ -171,6 +170,7 @@
@ cdecl wined3d_device_context_generate_mipmaps(ptr ptr)
@ cdecl wined3d_device_context_get_blend_state(ptr ptr ptr)
@ cdecl wined3d_device_context_get_constant_buffer(ptr long long)
+@ cdecl wined3d_device_context_get_depth_stencil_state(ptr ptr)
@ cdecl wined3d_device_context_get_shader(ptr long)
@ cdecl wined3d_device_context_issue_query(ptr ptr long)
@ cdecl wined3d_device_context_map(ptr ptr long ptr ptr long)
diff --git a/include/wine/wined3d.h b/include/wine/wined3d.h
index 7dcb969966c..188a73cb694 100644
--- a/include/wine/wined3d.h
+++ b/include/wine/wined3d.h
@@ -2385,8 +2385,6 @@ struct wined3d_shader_resource_view * __cdecl wined3d_device_get_cs_resource_vie
struct wined3d_sampler * __cdecl wined3d_device_get_cs_sampler(const struct wined3d_device *device, unsigned int idx);
struct wined3d_unordered_access_view * __cdecl wined3d_device_get_cs_uav(const struct wined3d_device *device,
unsigned int idx);
-struct wined3d_depth_stencil_state * __cdecl wined3d_device_get_depth_stencil_state(
- const struct wined3d_device *device, unsigned int *stencil_ref);
struct wined3d_rendertarget_view * __cdecl wined3d_device_get_depth_stencil_view(const struct wined3d_device *device);
HRESULT __cdecl wined3d_device_get_device_caps(const struct wined3d_device *device, struct wined3d_caps *caps);
HRESULT __cdecl wined3d_device_get_display_mode(const struct wined3d_device *device, UINT swapchain_idx,
@@ -2567,6 +2565,8 @@ struct wined3d_blend_state * __cdecl wined3d_device_context_get_blend_state(
const struct wined3d_device_context *context, struct wined3d_color *blend_factor, unsigned int *sample_mask);
struct wined3d_buffer * __cdecl wined3d_device_context_get_constant_buffer(const struct wined3d_device_context *context,
enum wined3d_shader_type shader_type, unsigned int idx);
+struct wined3d_depth_stencil_state * __cdecl wined3d_device_context_get_depth_stencil_state(
+ const struct wined3d_device_context *context, unsigned int *stencil_ref);
struct wined3d_shader * __cdecl wined3d_device_context_get_shader(const struct wined3d_device_context *context,
enum wined3d_shader_type type);
void __cdecl wined3d_device_context_issue_query(struct wined3d_device_context *context,
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