Zebediah Figura : wined3d: Introduce wined3d_device_context_set_shader_resource_view().

Alexandre Julliard julliard at winehq.org
Wed Mar 17 16:23:15 CDT 2021


Module: wine
Branch: master
Commit: ee788e3e08ed28ea2f0e725977718ba0408f99e2
URL:    https://source.winehq.org/git/wine.git/?a=commit;h=ee788e3e08ed28ea2f0e725977718ba0408f99e2

Author: Zebediah Figura <z.figura12 at gmail.com>
Date:   Tue Mar 16 19:06:06 2021 -0500

wined3d: Introduce wined3d_device_context_set_shader_resource_view().

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/wined3d/device.c     | 96 ++++++++++++++++++++++++-----------------------
 dlls/wined3d/wined3d.spec |  1 +
 include/wine/wined3d.h    |  2 +
 3 files changed, 52 insertions(+), 47 deletions(-)

diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 08115cb0de2..512b995510a 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -2188,49 +2188,15 @@ void CDECL wined3d_device_context_set_scissor_rects(struct wined3d_device_contex
     wined3d_device_context_emit_set_scissor_rects(context, rect_count, rects);
 }
 
-void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
-{
-    TRACE("device %p, shader %p.\n", device, shader);
-
-    return wined3d_device_context_set_shader(&device->cs->c, WINED3D_SHADER_TYPE_VERTEX, shader);
-}
-
-struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
-{
-    TRACE("device %p.\n", device);
-
-    return device->cs->c.state->shader[WINED3D_SHADER_TYPE_VERTEX];
-}
-
-void CDECL wined3d_device_set_constant_buffer(struct wined3d_device *device,
-        enum wined3d_shader_type type, UINT idx, struct wined3d_buffer *buffer)
-{
-    TRACE("device %p, type %#x, idx %u, buffer %p.\n", device, type, idx, buffer);
-
-    return wined3d_device_context_set_constant_buffer(&device->cs->c, type, idx, buffer);
-}
-
-struct wined3d_buffer * CDECL wined3d_device_get_constant_buffer(const struct wined3d_device *device,
-        enum wined3d_shader_type shader_type, unsigned int idx)
-{
-    TRACE("device %p, shader_type %#x, idx %u.\n", device, shader_type, idx);
-
-    if (idx >= MAX_CONSTANT_BUFFERS)
-    {
-        WARN("Invalid constant buffer index %u.\n", idx);
-        return NULL;
-    }
-
-    return device->cs->c.state->cb[shader_type][idx];
-}
-
-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)
+void CDECL wined3d_device_context_set_shader_resource_view(struct wined3d_device_context *context,
+        enum wined3d_shader_type type, unsigned int idx, struct wined3d_shader_resource_view *view)
 {
+    struct wined3d_state *state = context->state;
     const struct wined3d_rendertarget_view *dsv;
-    struct wined3d_state *state = device->cs->c.state;
     struct wined3d_shader_resource_view *prev;
 
+    TRACE("context %p, type %#x, idx %u, view %p.\n", context, type, idx, view);
+
     if (idx >= MAX_SHADER_RESOURCE_VIEWS)
     {
         WARN("Invalid view index %u.\n", idx);
@@ -2256,7 +2222,7 @@ static void wined3d_device_set_shader_resource_view(struct wined3d_device *devic
     }
 
     state->shader_resource_view[type][idx] = view;
-    wined3d_device_context_emit_set_shader_resource_view(&device->cs->c, type, idx, view);
+    wined3d_device_context_emit_set_shader_resource_view(context, type, idx, view);
     if (prev)
     {
         wined3d_srv_bind_count_dec(prev);
@@ -2264,12 +2230,48 @@ static void wined3d_device_set_shader_resource_view(struct wined3d_device *devic
     }
 }
 
+void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
+{
+    TRACE("device %p, shader %p.\n", device, shader);
+
+    return wined3d_device_context_set_shader(&device->cs->c, WINED3D_SHADER_TYPE_VERTEX, shader);
+}
+
+struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
+{
+    TRACE("device %p.\n", device);
+
+    return device->cs->c.state->shader[WINED3D_SHADER_TYPE_VERTEX];
+}
+
+void CDECL wined3d_device_set_constant_buffer(struct wined3d_device *device,
+        enum wined3d_shader_type type, UINT idx, struct wined3d_buffer *buffer)
+{
+    TRACE("device %p, type %#x, idx %u, buffer %p.\n", device, type, idx, buffer);
+
+    return wined3d_device_context_set_constant_buffer(&device->cs->c, type, idx, buffer);
+}
+
+struct wined3d_buffer * CDECL wined3d_device_get_constant_buffer(const struct wined3d_device *device,
+        enum wined3d_shader_type shader_type, unsigned int idx)
+{
+    TRACE("device %p, shader_type %#x, idx %u.\n", device, shader_type, idx);
+
+    if (idx >= MAX_CONSTANT_BUFFERS)
+    {
+        WARN("Invalid constant buffer index %u.\n", idx);
+        return NULL;
+    }
+
+    return device->cs->c.state->cb[shader_type][idx];
+}
+
 void CDECL wined3d_device_set_vs_resource_view(struct wined3d_device *device,
         UINT idx, struct wined3d_shader_resource_view *view)
 {
     TRACE("device %p, idx %u, view %p.\n", device, idx, view);
 
-    wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_VERTEX, idx, view);
+    wined3d_device_context_set_shader_resource_view(&device->cs->c, WINED3D_SHADER_TYPE_VERTEX, idx, view);
 }
 
 static struct wined3d_shader_resource_view *wined3d_device_get_shader_resource_view(
@@ -2415,7 +2417,7 @@ void CDECL wined3d_device_set_ps_resource_view(struct wined3d_device *device,
 {
     TRACE("device %p, idx %u, view %p.\n", device, idx, view);
 
-    wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_PIXEL, idx, view);
+    wined3d_device_context_set_shader_resource_view(&device->cs->c, WINED3D_SHADER_TYPE_PIXEL, idx, view);
 }
 
 struct wined3d_shader_resource_view * CDECL wined3d_device_get_ps_resource_view(const struct wined3d_device *device,
@@ -2513,7 +2515,7 @@ void CDECL wined3d_device_set_hs_resource_view(struct wined3d_device *device,
 {
     TRACE("device %p, idx %u, view %p.\n", device, idx, view);
 
-    wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_HULL, idx, view);
+    wined3d_device_context_set_shader_resource_view(&device->cs->c, WINED3D_SHADER_TYPE_HULL, idx, view);
 }
 
 struct wined3d_shader_resource_view * CDECL wined3d_device_get_hs_resource_view(const struct wined3d_device *device,
@@ -2558,7 +2560,7 @@ void CDECL wined3d_device_set_ds_resource_view(struct wined3d_device *device,
 {
     TRACE("device %p, idx %u, view %p.\n", device, idx, view);
 
-    wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_DOMAIN, idx, view);
+    wined3d_device_context_set_shader_resource_view(&device->cs->c, WINED3D_SHADER_TYPE_DOMAIN, idx, view);
 }
 
 struct wined3d_shader_resource_view * CDECL wined3d_device_get_ds_resource_view(const struct wined3d_device *device,
@@ -2603,7 +2605,7 @@ void CDECL wined3d_device_set_gs_resource_view(struct wined3d_device *device,
 {
     TRACE("device %p, idx %u, view %p.\n", device, idx, view);
 
-    wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, view);
+    wined3d_device_context_set_shader_resource_view(&device->cs->c, WINED3D_SHADER_TYPE_GEOMETRY, idx, view);
 }
 
 struct wined3d_shader_resource_view * CDECL wined3d_device_get_gs_resource_view(const struct wined3d_device *device,
@@ -2647,7 +2649,7 @@ void CDECL wined3d_device_set_cs_resource_view(struct wined3d_device *device,
 {
     TRACE("device %p, idx %u, view %p.\n", device, idx, view);
 
-    wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_COMPUTE, idx, view);
+    wined3d_device_context_set_shader_resource_view(&device->cs->c, WINED3D_SHADER_TYPE_COMPUTE, idx, view);
 }
 
 struct wined3d_shader_resource_view * CDECL wined3d_device_get_cs_resource_view(const struct wined3d_device *device,
@@ -5183,7 +5185,7 @@ static void wined3d_unbind_srv_for_rtv(struct wined3d_device *device,
                 if ((srv = state->shader_resource_view[i][j]) && srv->resource == resource
                         && ((!dsv && wined3d_is_srv_rtv_bound(srv))
                         || (dsv && wined3d_dsv_srv_conflict(view, srv->format))))
-                    wined3d_device_set_shader_resource_view(device, i, j, NULL);
+                    wined3d_device_context_set_shader_resource_view(&device->cs->c, i, j, NULL);
     }
 }
 
diff --git a/dlls/wined3d/wined3d.spec b/dlls/wined3d/wined3d.spec
index 60d85a46290..20cea2490ae 100644
--- a/dlls/wined3d/wined3d.spec
+++ b/dlls/wined3d/wined3d.spec
@@ -172,6 +172,7 @@
 @ cdecl wined3d_device_context_set_rasterizer_state(ptr ptr)
 @ cdecl wined3d_device_context_set_scissor_rects(ptr long ptr)
 @ cdecl wined3d_device_context_set_shader(ptr long ptr)
+@ cdecl wined3d_device_context_set_shader_resource_view(ptr long long ptr)
 @ cdecl wined3d_device_context_set_viewports(ptr long ptr)
 
 @ cdecl wined3d_output_find_closest_matching_mode(ptr ptr)
diff --git a/include/wine/wined3d.h b/include/wine/wined3d.h
index 7b585b92cef..d4c97604e14 100644
--- a/include/wine/wined3d.h
+++ b/include/wine/wined3d.h
@@ -2560,6 +2560,8 @@ void __cdecl wined3d_device_context_set_scissor_rects(struct wined3d_device_cont
         const RECT *rects);
 void __cdecl wined3d_device_context_set_shader(struct wined3d_device_context *context,
         enum wined3d_shader_type type, struct wined3d_shader *shader);
+void __cdecl wined3d_device_context_set_shader_resource_view(struct wined3d_device_context *context,
+        enum wined3d_shader_type type, unsigned int idx, struct wined3d_shader_resource_view *view);
 void __cdecl wined3d_device_context_set_viewports(struct wined3d_device_context *context, unsigned int viewport_count,
         const struct wined3d_viewport *viewports);
 




More information about the wine-cvs mailing list