Zebediah Figura : d3d11: Use wined3d_device_context_set_vertex_declaration().
Alexandre Julliard
julliard at winehq.org
Thu Mar 25 16:49:22 CDT 2021
Module: wine
Branch: master
Commit: 460fb42f97558fbb9a07cbb2039a59b135a4f164
URL: https://source.winehq.org/git/wine.git/?a=commit;h=460fb42f97558fbb9a07cbb2039a59b135a4f164
Author: Zebediah Figura <z.figura12 at gmail.com>
Date: Wed Mar 24 18:19:27 2021 -0500
d3d11: Use wined3d_device_context_set_vertex_declaration().
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 9b2652b49ec..67781c57ef5 100644
--- a/dlls/d3d11/device.c
+++ b/dlls/d3d11/device.c
@@ -653,13 +653,13 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_PSSetConstantBuffers(ID3D1
static void STDMETHODCALLTYPE d3d11_immediate_context_IASetInputLayout(ID3D11DeviceContext1 *iface,
ID3D11InputLayout *input_layout)
{
- struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
+ struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface);
struct d3d_input_layout *layout = unsafe_impl_from_ID3D11InputLayout(input_layout);
TRACE("iface %p, input_layout %p.\n", iface, input_layout);
wined3d_mutex_lock();
- wined3d_device_set_vertex_declaration(device->wined3d_device, layout ? layout->wined3d_decl : NULL);
+ wined3d_device_context_set_vertex_declaration(context->wined3d_context, layout ? layout->wined3d_decl : NULL);
wined3d_mutex_unlock();
}
@@ -2616,7 +2616,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_ClearState(ID3D11DeviceCon
wined3d_device_context_set_stream_source(context->wined3d_context, i, NULL, 0, 0);
}
wined3d_device_context_set_index_buffer(context->wined3d_context, NULL, WINED3DFMT_UNKNOWN, 0);
- wined3d_device_set_vertex_declaration(device->wined3d_device, NULL);
+ wined3d_device_context_set_vertex_declaration(context->wined3d_context, NULL);
wined3d_device_set_primitive_type(device->wined3d_device, WINED3D_PT_UNDEFINED, 0);
for (i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
{
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