Zebediah Figura : d3d11: Use wined3d_device_context_set_sampler().

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


Module: wine
Branch: master
Commit: c057c76893c348c4c6b2c4c4f975810013c1aa2b
URL:    https://source.winehq.org/git/wine.git/?a=commit;h=c057c76893c348c4c6b2c4c4f975810013c1aa2b

Author: Zebediah Figura <z.figura12 at gmail.com>
Date:   Tue Mar 16 19:06:10 2021 -0500

d3d11: Use wined3d_device_context_set_sampler().

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 | 35 ++++++++++++++---------------------
 1 file changed, 14 insertions(+), 21 deletions(-)

diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c
index e045e8f7087..7dc6f441185 100644
--- a/dlls/d3d11/device.c
+++ b/dlls/d3d11/device.c
@@ -537,7 +537,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_PSSetShader(ID3D11DeviceCo
 static void STDMETHODCALLTYPE d3d11_immediate_context_PSSetSamplers(ID3D11DeviceContext1 *iface,
         UINT start_slot, UINT sampler_count, ID3D11SamplerState *const *samplers)
 {
-    struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
+    struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface);
     unsigned int i;
 
     TRACE("iface %p, start_slot %u, sampler_count %u, samplers %p.\n",
@@ -548,7 +548,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_PSSetSamplers(ID3D11Device
     {
         struct d3d_sampler_state *sampler = unsafe_impl_from_ID3D11SamplerState(samplers[i]);
 
-        wined3d_device_set_ps_sampler(device->wined3d_device, start_slot + i,
+        wined3d_device_context_set_sampler(context->wined3d_context, WINED3D_SHADER_TYPE_PIXEL, start_slot + i,
                 sampler ? sampler->wined3d_sampler : NULL);
     }
     wined3d_mutex_unlock();
@@ -799,7 +799,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_VSSetShaderResources(ID3D1
 static void STDMETHODCALLTYPE d3d11_immediate_context_VSSetSamplers(ID3D11DeviceContext1 *iface,
         UINT start_slot, UINT sampler_count, ID3D11SamplerState *const *samplers)
 {
-    struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
+    struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface);
     unsigned int i;
 
     TRACE("iface %p, start_slot %u, sampler_count %u, samplers %p.\n",
@@ -810,7 +810,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_VSSetSamplers(ID3D11Device
     {
         struct d3d_sampler_state *sampler = unsafe_impl_from_ID3D11SamplerState(samplers[i]);
 
-        wined3d_device_set_vs_sampler(device->wined3d_device, start_slot + i,
+        wined3d_device_context_set_sampler(context->wined3d_context, WINED3D_SHADER_TYPE_VERTEX, start_slot + i,
                 sampler ? sampler->wined3d_sampler : NULL);
     }
     wined3d_mutex_unlock();
@@ -913,7 +913,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_GSSetShaderResources(ID3D1
 static void STDMETHODCALLTYPE d3d11_immediate_context_GSSetSamplers(ID3D11DeviceContext1 *iface,
         UINT start_slot, UINT sampler_count, ID3D11SamplerState *const *samplers)
 {
-    struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
+    struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface);
     unsigned int i;
 
     TRACE("iface %p, start_slot %u, sampler_count %u, samplers %p.\n",
@@ -924,7 +924,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_GSSetSamplers(ID3D11Device
     {
         struct d3d_sampler_state *sampler = unsafe_impl_from_ID3D11SamplerState(samplers[i]);
 
-        wined3d_device_set_gs_sampler(device->wined3d_device, start_slot + i,
+        wined3d_device_context_set_sampler(context->wined3d_context, WINED3D_SHADER_TYPE_GEOMETRY, start_slot + i,
                 sampler ? sampler->wined3d_sampler : NULL);
     }
     wined3d_mutex_unlock();
@@ -1454,7 +1454,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_HSSetShader(ID3D11DeviceCo
 static void STDMETHODCALLTYPE d3d11_immediate_context_HSSetSamplers(ID3D11DeviceContext1 *iface,
         UINT start_slot, UINT sampler_count, ID3D11SamplerState *const *samplers)
 {
-    struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
+    struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface);
     unsigned int i;
 
     TRACE("iface %p, start_slot %u, sampler_count %u, samplers %p.\n",
@@ -1465,7 +1465,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_HSSetSamplers(ID3D11Device
     {
         struct d3d_sampler_state *sampler = unsafe_impl_from_ID3D11SamplerState(samplers[i]);
 
-        wined3d_device_set_hs_sampler(device->wined3d_device, start_slot + i,
+        wined3d_device_context_set_sampler(context->wined3d_context, WINED3D_SHADER_TYPE_HULL, start_slot + i,
                 sampler ? sampler->wined3d_sampler : NULL);
     }
     wined3d_mutex_unlock();
@@ -1522,7 +1522,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_DSSetShader(ID3D11DeviceCo
 static void STDMETHODCALLTYPE d3d11_immediate_context_DSSetSamplers(ID3D11DeviceContext1 *iface,
         UINT start_slot, UINT sampler_count, ID3D11SamplerState *const *samplers)
 {
-    struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
+    struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface);
     unsigned int i;
 
     TRACE("iface %p, start_slot %u, sampler_count %u, samplers %p.\n",
@@ -1533,7 +1533,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_DSSetSamplers(ID3D11Device
     {
         struct d3d_sampler_state *sampler = unsafe_impl_from_ID3D11SamplerState(samplers[i]);
 
-        wined3d_device_set_ds_sampler(device->wined3d_device, start_slot + i,
+        wined3d_device_context_set_sampler(context->wined3d_context, WINED3D_SHADER_TYPE_DOMAIN, start_slot + i,
                 sampler ? sampler->wined3d_sampler : NULL);
     }
     wined3d_mutex_unlock();
@@ -1610,7 +1610,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_CSSetShader(ID3D11DeviceCo
 static void STDMETHODCALLTYPE d3d11_immediate_context_CSSetSamplers(ID3D11DeviceContext1 *iface,
         UINT start_slot, UINT sampler_count, ID3D11SamplerState *const *samplers)
 {
-    struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
+    struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface);
     unsigned int i;
 
     TRACE("iface %p, start_slot %u, sampler_count %u, samplers %p.\n",
@@ -1621,7 +1621,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_CSSetSamplers(ID3D11Device
     {
         struct d3d_sampler_state *sampler = unsafe_impl_from_ID3D11SamplerState(samplers[i]);
 
-        wined3d_device_set_cs_sampler(device->wined3d_device, start_slot + i,
+        wined3d_device_context_set_sampler(context->wined3d_context, WINED3D_SHADER_TYPE_COMPUTE, start_slot + i,
                 sampler ? sampler->wined3d_sampler : NULL);
     }
     wined3d_mutex_unlock();
@@ -2599,15 +2599,6 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_ClearState(ID3D11DeviceCon
     TRACE("iface %p.\n", iface);
 
     wined3d_mutex_lock();
-    for (i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
-    {
-        wined3d_device_set_vs_sampler(device->wined3d_device, i, NULL);
-        wined3d_device_set_hs_sampler(device->wined3d_device, i, NULL);
-        wined3d_device_set_ds_sampler(device->wined3d_device, i, NULL);
-        wined3d_device_set_gs_sampler(device->wined3d_device, i, NULL);
-        wined3d_device_set_ps_sampler(device->wined3d_device, i, NULL);
-        wined3d_device_set_cs_sampler(device->wined3d_device, i, NULL);
-    }
     for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
     {
         wined3d_device_context_set_shader(context->wined3d_context, i, NULL);
@@ -2615,6 +2606,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_ClearState(ID3D11DeviceCon
             wined3d_device_context_set_constant_buffer(context->wined3d_context, i, j, NULL);
         for (j = 0; j < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++j)
             wined3d_device_context_set_shader_resource_view(context->wined3d_context, i, j, NULL);
+        for (j = 0; j < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; ++j)
+            wined3d_device_context_set_sampler(context->wined3d_context, i, j, NULL);
     }
     for (i = 0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
     {




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