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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