Zebediah Figura : d3d11: Use wined3d_device_context_set_constant_buffer().
Alexandre Julliard
julliard at winehq.org
Wed Mar 10 14:58:46 CST 2021
Module: wine
Branch: master
Commit: ebf64d38ed83764067025aa6170dba13b35b0e95
URL: https://source.winehq.org/git/wine.git/?a=commit;h=ebf64d38ed83764067025aa6170dba13b35b0e95
Author: Zebediah Figura <z.figura12 at gmail.com>
Date: Tue Mar 9 20:08:58 2021 -0600
d3d11: Use wined3d_device_context_set_constant_buffer().
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 | 6 +++---
1 file changed, 3 insertions(+), 3 deletions(-)
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c
index 6a30ab313f0..6a6744d22af 100644
--- a/dlls/d3d11/device.c
+++ b/dlls/d3d11/device.c
@@ -425,7 +425,7 @@ static void d3d11_immediate_context_get_constant_buffers(ID3D11DeviceContext1 *i
static void d3d11_immediate_context_set_constant_buffers(ID3D11DeviceContext1 *iface,
enum wined3d_shader_type type, UINT start_slot, UINT buffer_count, ID3D11Buffer *const *buffers)
{
- struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
+ struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface);
unsigned int i;
wined3d_mutex_lock();
@@ -433,7 +433,7 @@ static void d3d11_immediate_context_set_constant_buffers(ID3D11DeviceContext1 *i
{
struct d3d_buffer *buffer = unsafe_impl_from_ID3D11Buffer(buffers[i]);
- wined3d_device_set_constant_buffer(device->wined3d_device, type, start_slot + i,
+ wined3d_device_context_set_constant_buffer(context->wined3d_context, type, start_slot + i,
buffer ? buffer->wined3d_buffer : NULL);
}
wined3d_mutex_unlock();
@@ -2613,7 +2613,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_ClearState(ID3D11DeviceCon
{
wined3d_device_context_set_shader(context->wined3d_context, i, NULL);
for (j = 0; j < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++j)
- wined3d_device_set_constant_buffer(device->wined3d_device, i, j, NULL);
+ wined3d_device_context_set_constant_buffer(context->wined3d_context, i, j, NULL);
}
for (i = 0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
{
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