Zebediah Figura : d3d11: Use wined3d_device_context_set_depth_stencil_state().

Alexandre Julliard julliard at winehq.org
Thu Mar 11 15:59:35 CST 2021


Module: wine
Branch: master
Commit: c3bcb944107402d9e7650b6287af4502eeab1d9a
URL:    https://source.winehq.org/git/wine.git/?a=commit;h=c3bcb944107402d9e7650b6287af4502eeab1d9a

Author: Zebediah Figura <z.figura12 at gmail.com>
Date:   Wed Mar 10 19:25:17 2021 -0600

d3d11: Use wined3d_device_context_set_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 | 6 +++---
 1 file changed, 3 insertions(+), 3 deletions(-)

diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c
index 6f98227bef3..664abd1eaef 100644
--- a/dlls/d3d11/device.c
+++ b/dlls/d3d11/device.c
@@ -1023,7 +1023,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetBlendState(ID3D11Devi
 static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(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 d3d_depthstencil_state *state_impl;
 
     TRACE("iface %p, depth_stencil_state %p, stencil_ref %u.\n",
@@ -1032,12 +1032,12 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3
     wined3d_mutex_lock();
     if (!(state_impl = unsafe_impl_from_ID3D11DepthStencilState(depth_stencil_state)))
     {
-        wined3d_device_set_depth_stencil_state(device->wined3d_device, NULL, stencil_ref);
+        wined3d_device_context_set_depth_stencil_state(context->wined3d_context, NULL, stencil_ref);
         wined3d_mutex_unlock();
         return;
     }
 
-    wined3d_device_set_depth_stencil_state(device->wined3d_device, state_impl->wined3d_state, stencil_ref);
+    wined3d_device_context_set_depth_stencil_state(context->wined3d_context, state_impl->wined3d_state, stencil_ref);
     wined3d_mutex_unlock();
 }
 




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