[PATCH 6/7] wined3d: Pass a wined3d_device_context to wined3d_cs_emit_set_shader().

Zebediah Figura z.figura12 at gmail.com
Thu Mar 4 21:29:49 CST 2021


Signed-off-by: Zebediah Figura <z.figura12 at gmail.com>
---
 dlls/wined3d/cs.c              |  7 ++++---
 dlls/wined3d/device.c          | 14 +++++++-------
 dlls/wined3d/wined3d_private.h |  5 +++--
 3 files changed, 14 insertions(+), 12 deletions(-)

diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c
index d67582116b0..5176c635cf5 100644
--- a/dlls/wined3d/cs.c
+++ b/dlls/wined3d/cs.c
@@ -1622,16 +1622,17 @@ static void wined3d_cs_exec_set_shader(struct wined3d_cs *cs, const void *data)
         device_invalidate_state(cs->c.device, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
 }
 
-void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type, struct wined3d_shader *shader)
+void wined3d_device_context_emit_set_shader(struct wined3d_device_context *context,
+        enum wined3d_shader_type type, struct wined3d_shader *shader)
 {
     struct wined3d_cs_set_shader *op;
 
-    op = wined3d_device_context_require_space(&cs->c, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
+    op = wined3d_device_context_require_space(context, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
     op->opcode = WINED3D_CS_OP_SET_SHADER;
     op->type = type;
     op->shader = shader;
 
-    wined3d_device_context_submit(&cs->c, WINED3D_CS_QUEUE_DEFAULT);
+    wined3d_device_context_submit(context, WINED3D_CS_QUEUE_DEFAULT);
 }
 
 static void wined3d_cs_exec_set_blend_state(struct wined3d_cs *cs, const void *data)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index f4811e26018..e6ac3621d4e 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -1959,7 +1959,7 @@ void CDECL wined3d_device_set_state(struct wined3d_device *device, struct wined3
 
     for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
     {
-        wined3d_cs_emit_set_shader(device->cs, i, state->shader[i]);
+        wined3d_device_context_emit_set_shader(&device->cs->c, i, state->shader[i]);
         for (j = 0; j < MAX_CONSTANT_BUFFERS; ++j)
         {
             wined3d_cs_emit_set_constant_buffer(device->cs, i, j, state->cb[i][j]);
@@ -2095,7 +2095,7 @@ void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struc
     if (shader)
         wined3d_shader_incref(shader);
     state->shader[WINED3D_SHADER_TYPE_VERTEX] = shader;
-    wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_VERTEX, shader);
+    wined3d_device_context_emit_set_shader(&device->cs->c, WINED3D_SHADER_TYPE_VERTEX, shader);
     if (prev)
         wined3d_shader_decref(prev);
 }
@@ -2333,7 +2333,7 @@ void CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct
     if (shader)
         wined3d_shader_incref(shader);
     state->shader[WINED3D_SHADER_TYPE_PIXEL] = shader;
-    wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_PIXEL, shader);
+    wined3d_device_context_emit_set_shader(&device->cs->c, WINED3D_SHADER_TYPE_PIXEL, shader);
     if (prev)
         wined3d_shader_decref(prev);
 }
@@ -2442,7 +2442,7 @@ void CDECL wined3d_device_set_hull_shader(struct wined3d_device *device, struct
     if (shader)
         wined3d_shader_incref(shader);
     state->shader[WINED3D_SHADER_TYPE_HULL] = shader;
-    wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_HULL, shader);
+    wined3d_device_context_emit_set_shader(&device->cs->c, WINED3D_SHADER_TYPE_HULL, shader);
     if (prev)
         wined3d_shader_decref(prev);
 }
@@ -2498,7 +2498,7 @@ void CDECL wined3d_device_set_domain_shader(struct wined3d_device *device, struc
     if (shader)
         wined3d_shader_incref(shader);
     state->shader[WINED3D_SHADER_TYPE_DOMAIN] = shader;
-    wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_DOMAIN, shader);
+    wined3d_device_context_emit_set_shader(&device->cs->c, WINED3D_SHADER_TYPE_DOMAIN, shader);
     if (prev)
         wined3d_shader_decref(prev);
 }
@@ -2554,7 +2554,7 @@ void CDECL wined3d_device_set_geometry_shader(struct wined3d_device *device, str
     if (shader)
         wined3d_shader_incref(shader);
     state->shader[WINED3D_SHADER_TYPE_GEOMETRY] = shader;
-    wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_GEOMETRY, shader);
+    wined3d_device_context_emit_set_shader(&device->cs->c, WINED3D_SHADER_TYPE_GEOMETRY, shader);
     if (prev)
         wined3d_shader_decref(prev);
 }
@@ -2609,7 +2609,7 @@ void CDECL wined3d_device_set_compute_shader(struct wined3d_device *device, stru
     if (shader)
         wined3d_shader_incref(shader);
     state->shader[WINED3D_SHADER_TYPE_COMPUTE] = shader;
-    wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_COMPUTE, shader);
+    wined3d_device_context_emit_set_shader(&device->cs->c, WINED3D_SHADER_TYPE_COMPUTE, shader);
     if (prev)
         wined3d_shader_decref(prev);
 }
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 66757b30a16..a16da66b309 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -4774,8 +4774,6 @@ void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type
 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
         enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
 void wined3d_cs_emit_set_scissor_rects(struct wined3d_cs *cs, unsigned int rect_count, const RECT *rects) DECLSPEC_HIDDEN;
-void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type,
-        struct wined3d_shader *shader) DECLSPEC_HIDDEN;
 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
         struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN;
 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
@@ -4815,6 +4813,9 @@ static inline void wined3d_cs_push_constants(struct wined3d_cs *cs, enum wined3d
     cs->c.ops->push_constants(&cs->c, p, start_idx, count, constants);
 }
 
+void wined3d_device_context_emit_set_shader(struct wined3d_device_context *context, enum wined3d_shader_type type,
+        struct wined3d_shader *shader) DECLSPEC_HIDDEN;
+
 static inline void wined3d_resource_wait_idle(struct wined3d_resource *resource)
 {
     const struct wined3d_cs *cs = resource->device->cs;
-- 
2.20.1




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