[PATCH 2/6] d3d11: Make d3d11 *SetConstantBuffers use a helper method.
Pablo Martin
pmart-wine at riseup.net
Tue May 29 01:39:55 CDT 2018
Signed-off-by: Pablo Martin <pmart-wine at riseup.net>
---
dlls/d3d11/device.c | 101 +++++++++++++++-------------------------------------
1 file changed, 29 insertions(+), 72 deletions(-)
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c
index 36ed44b176..5b5449cd8b 100644
--- a/dlls/d3d11/device.c
+++ b/dlls/d3d11/device.c
@@ -97,6 +97,23 @@ static ULONG STDMETHODCALLTYPE d3d11_immediate_context_Release(ID3D11DeviceConte
return refcount;
}
+static void d3d11_immediate_context_set_constant_buffers(ID3D11DeviceContext1 *iface,
+ enum wined3d_shader_type type, UINT start_slot, UINT buffer_count, ID3D11Buffer *const *buffers)
+{
+ struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
+ unsigned int i;
+
+ wined3d_mutex_lock();
+ for (i = 0; i < buffer_count; ++i)
+ {
+ struct d3d_buffer *buffer = unsafe_impl_from_ID3D11Buffer(buffers[i]);
+
+ wined3d_device_set_constant_buffer(device->wined3d_device, type, start_slot + i,
+ buffer ? buffer->wined3d_buffer : NULL);
+ }
+ wined3d_mutex_unlock();
+}
+
static void STDMETHODCALLTYPE d3d11_immediate_context_GetDevice(ID3D11DeviceContext1 *iface, ID3D11Device **device)
{
struct d3d_device *device_object = device_from_immediate_ID3D11DeviceContext1(iface);
@@ -140,21 +157,11 @@ static HRESULT STDMETHODCALLTYPE d3d11_immediate_context_SetPrivateDataInterface
static void STDMETHODCALLTYPE d3d11_immediate_context_VSSetConstantBuffers(ID3D11DeviceContext1 *iface,
UINT start_slot, UINT buffer_count, ID3D11Buffer *const *buffers)
{
- struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
- unsigned int i;
-
TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n",
iface, start_slot, buffer_count, buffers);
- wined3d_mutex_lock();
- for (i = 0; i < buffer_count; ++i)
- {
- struct d3d_buffer *buffer = unsafe_impl_from_ID3D11Buffer(buffers[i]);
-
- wined3d_device_set_vs_cb(device->wined3d_device, start_slot + i,
- buffer ? buffer->wined3d_buffer : NULL);
- }
- wined3d_mutex_unlock();
+ d3d11_immediate_context_set_constant_buffers(iface, WINED3D_SHADER_TYPE_VERTEX, start_slot,
+ buffer_count, buffers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_PSSetShaderResources(ID3D11DeviceContext1 *iface,
@@ -302,21 +309,11 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_Unmap(ID3D11DeviceContext1
static void STDMETHODCALLTYPE d3d11_immediate_context_PSSetConstantBuffers(ID3D11DeviceContext1 *iface,
UINT start_slot, UINT buffer_count, ID3D11Buffer *const *buffers)
{
- struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
- unsigned int i;
-
TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n",
iface, start_slot, buffer_count, buffers);
- wined3d_mutex_lock();
- for (i = 0; i < buffer_count; ++i)
- {
- struct d3d_buffer *buffer = unsafe_impl_from_ID3D11Buffer(buffers[i]);
-
- wined3d_device_set_ps_cb(device->wined3d_device, start_slot + i,
- buffer ? buffer->wined3d_buffer : NULL);
- }
- wined3d_mutex_unlock();
+ d3d11_immediate_context_set_constant_buffers(iface, WINED3D_SHADER_TYPE_PIXEL, start_slot,
+ buffer_count, buffers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_IASetInputLayout(ID3D11DeviceContext1 *iface,
@@ -405,21 +402,11 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_DrawInstanced(ID3D11Device
static void STDMETHODCALLTYPE d3d11_immediate_context_GSSetConstantBuffers(ID3D11DeviceContext1 *iface,
UINT start_slot, UINT buffer_count, ID3D11Buffer *const *buffers)
{
- struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
- unsigned int i;
-
TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n",
iface, start_slot, buffer_count, buffers);
- wined3d_mutex_lock();
- for (i = 0; i < buffer_count; ++i)
- {
- struct d3d_buffer *buffer = unsafe_impl_from_ID3D11Buffer(buffers[i]);
-
- wined3d_device_set_gs_cb(device->wined3d_device, start_slot + i,
- buffer ? buffer->wined3d_buffer : NULL);
- }
- wined3d_mutex_unlock();
+ d3d11_immediate_context_set_constant_buffers(iface, WINED3D_SHADER_TYPE_GEOMETRY, start_slot,
+ buffer_count, buffers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_GSSetShader(ID3D11DeviceContext1 *iface,
@@ -1260,21 +1247,11 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_HSSetSamplers(ID3D11Device
static void STDMETHODCALLTYPE d3d11_immediate_context_HSSetConstantBuffers(ID3D11DeviceContext1 *iface,
UINT start_slot, UINT buffer_count, ID3D11Buffer *const *buffers)
{
- struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
- unsigned int i;
-
TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n",
iface, start_slot, buffer_count, buffers);
- wined3d_mutex_lock();
- for (i = 0; i < buffer_count; ++i)
- {
- struct d3d_buffer *buffer = unsafe_impl_from_ID3D11Buffer(buffers[i]);
-
- wined3d_device_set_hs_cb(device->wined3d_device, start_slot + i,
- buffer ? buffer->wined3d_buffer : NULL);
- }
- wined3d_mutex_unlock();
+ d3d11_immediate_context_set_constant_buffers(iface, WINED3D_SHADER_TYPE_HULL, start_slot,
+ buffer_count, buffers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_DSSetShaderResources(ID3D11DeviceContext1 *iface,
@@ -1337,21 +1314,11 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_DSSetSamplers(ID3D11Device
static void STDMETHODCALLTYPE d3d11_immediate_context_DSSetConstantBuffers(ID3D11DeviceContext1 *iface,
UINT start_slot, UINT buffer_count, ID3D11Buffer *const *buffers)
{
- struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
- unsigned int i;
-
TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n",
iface, start_slot, buffer_count, buffers);
- wined3d_mutex_lock();
- for (i = 0; i < buffer_count; ++i)
- {
- struct d3d_buffer *buffer = unsafe_impl_from_ID3D11Buffer(buffers[i]);
-
- wined3d_device_set_ds_cb(device->wined3d_device, start_slot + i,
- buffer ? buffer->wined3d_buffer : NULL);
- }
- wined3d_mutex_unlock();
+ d3d11_immediate_context_set_constant_buffers(iface, WINED3D_SHADER_TYPE_DOMAIN, start_slot,
+ buffer_count, buffers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_CSSetShaderResources(ID3D11DeviceContext1 *iface,
@@ -1434,21 +1401,11 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_CSSetSamplers(ID3D11Device
static void STDMETHODCALLTYPE d3d11_immediate_context_CSSetConstantBuffers(ID3D11DeviceContext1 *iface,
UINT start_slot, UINT buffer_count, ID3D11Buffer *const *buffers)
{
- struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
- unsigned int i;
-
TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n",
iface, start_slot, buffer_count, buffers);
- wined3d_mutex_lock();
- for (i = 0; i < buffer_count; ++i)
- {
- struct d3d_buffer *buffer = unsafe_impl_from_ID3D11Buffer(buffers[i]);
-
- wined3d_device_set_cs_cb(device->wined3d_device, start_slot + i,
- buffer ? buffer->wined3d_buffer : NULL);
- }
- wined3d_mutex_unlock();
+ d3d11_immediate_context_set_constant_buffers(iface, WINED3D_SHADER_TYPE_COMPUTE, start_slot,
+ buffer_count, buffers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_VSGetConstantBuffers(ID3D11DeviceContext1 *iface,
--
2.14.1
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