[PATCH 3/6] d3d11: Use wined3d_device_context_set_unordered_access_view().
Zebediah Figura
z.figura12 at gmail.com
Wed Mar 17 19:45:15 CDT 2021
Signed-off-by: Zebediah Figura <z.figura12 at gmail.com>
---
dlls/d3d11/device.c | 19 ++++++++++---------
1 file changed, 10 insertions(+), 9 deletions(-)
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c
index 7dc6f441185..0ceae50ce4c 100644
--- a/dlls/d3d11/device.c
+++ b/dlls/d3d11/device.c
@@ -963,7 +963,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetRenderTargetsAndUnord
UINT unordered_access_view_start_slot, UINT unordered_access_view_count,
ID3D11UnorderedAccessView *const *unordered_access_views, const UINT *initial_counts)
{
- struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
+ struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface);
unsigned int i;
TRACE("iface %p, render_target_view_count %u, render_target_views %p, depth_stencil_view %p, "
@@ -984,21 +984,22 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetRenderTargetsAndUnord
wined3d_mutex_lock();
for (i = 0; i < unordered_access_view_start_slot; ++i)
{
- wined3d_device_set_unordered_access_view(device->wined3d_device, i, NULL, ~0u);
+ wined3d_device_context_set_unordered_access_view(context->wined3d_context,
+ WINED3D_PIPELINE_GRAPHICS, i, NULL, ~0u);
}
for (i = 0; i < unordered_access_view_count; ++i)
{
struct d3d11_unordered_access_view *view
= unsafe_impl_from_ID3D11UnorderedAccessView(unordered_access_views[i]);
- wined3d_device_set_unordered_access_view(device->wined3d_device,
- unordered_access_view_start_slot + i,
+ wined3d_device_context_set_unordered_access_view(context->wined3d_context,
+ WINED3D_PIPELINE_GRAPHICS, unordered_access_view_start_slot + i,
view ? view->wined3d_view : NULL, initial_counts ? initial_counts[i] : ~0u);
}
for (; unordered_access_view_start_slot + i < D3D11_PS_CS_UAV_REGISTER_COUNT; ++i)
{
- wined3d_device_set_unordered_access_view(device->wined3d_device,
- unordered_access_view_start_slot + i, NULL, ~0u);
+ wined3d_device_context_set_unordered_access_view(context->wined3d_context,
+ WINED3D_PIPELINE_GRAPHICS, unordered_access_view_start_slot + i, NULL, ~0u);
}
wined3d_mutex_unlock();
}
@@ -2621,10 +2622,10 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_ClearState(ID3D11DeviceCon
wined3d_device_set_rendertarget_view(device->wined3d_device, i, NULL, FALSE);
}
wined3d_device_set_depth_stencil_view(device->wined3d_device, NULL);
- for (i = 0; i < D3D11_PS_CS_UAV_REGISTER_COUNT; ++i)
+ for (i = 0; i < WINED3D_PIPELINE_COUNT; ++i)
{
- wined3d_device_set_unordered_access_view(device->wined3d_device, i, NULL, ~0u);
- wined3d_device_set_cs_uav(device->wined3d_device, i, NULL, ~0u);
+ for (j = 0; j < D3D11_PS_CS_UAV_REGISTER_COUNT; ++j)
+ wined3d_device_context_set_unordered_access_view(context->wined3d_context, i, j, NULL, ~0u);
}
ID3D11DeviceContext1_OMSetDepthStencilState(iface, NULL, 0);
ID3D11DeviceContext1_OMSetBlendState(iface, NULL, blend_factor, D3D11_DEFAULT_SAMPLE_MASK);
--
2.20.1
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