[PATCH 2/7] wined3d: Pass a wined3d_device_context to wined3d_device_context_emit_set_depth_stencil_view().

Zebediah Figura z.figura12 at gmail.com
Thu Mar 18 23:16:34 CDT 2021


Signed-off-by: Zebediah Figura <z.figura12 at gmail.com>
---
 dlls/wined3d/cs.c              | 7 ++++---
 dlls/wined3d/device.c          | 4 ++--
 dlls/wined3d/wined3d_private.h | 4 ++--
 3 files changed, 8 insertions(+), 7 deletions(-)

diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c
index 4dbf95cc9f7..1611a9efd27 100644
--- a/dlls/wined3d/cs.c
+++ b/dlls/wined3d/cs.c
@@ -1252,15 +1252,16 @@ static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs *cs, const
     device_invalidate_state(device, STATE_FRAMEBUFFER);
 }
 
-void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view)
+void wined3d_device_context_emit_set_depth_stencil_view(struct wined3d_device_context *context,
+        struct wined3d_rendertarget_view *view)
 {
     struct wined3d_cs_set_depth_stencil_view *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_DEPTH_STENCIL_VIEW;
     op->view = view;
 
-    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_vertex_declaration(struct wined3d_cs *cs, const void *data)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index e7b57a34595..de4f38578a0 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -1877,7 +1877,7 @@ void CDECL wined3d_device_set_state(struct wined3d_device *device, struct wined3
         wined3d_device_context_emit_set_rendertarget_view(context, i, state->fb.render_targets[i]);
     }
 
-    wined3d_cs_emit_set_depth_stencil_view(device->cs, state->fb.depth_stencil);
+    wined3d_device_context_emit_set_depth_stencil_view(context, state->fb.depth_stencil);
     wined3d_cs_emit_set_vertex_declaration(device->cs, state->vertex_declaration);
 
     for (i = 0; i < WINED3D_MAX_STREAM_OUTPUT_BUFFERS; ++i)
@@ -5293,7 +5293,7 @@ HRESULT CDECL wined3d_device_set_depth_stencil_view(struct wined3d_device *devic
 
     if ((fb->depth_stencil = view))
         wined3d_rendertarget_view_incref(view);
-    wined3d_cs_emit_set_depth_stencil_view(device->cs, view);
+    wined3d_device_context_emit_set_depth_stencil_view(&device->cs->c, view);
     if (prev)
         wined3d_rendertarget_view_decref(prev);
     wined3d_device_context_unbind_srv_for_rtv(&device->cs->c, view, TRUE);
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 34fcf8f9fac..2541ca10c1e 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -4749,8 +4749,6 @@ void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx,
         const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN;
 void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture,
         WORD flags, const struct wined3d_color_key *color_key) DECLSPEC_HIDDEN;
-void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs,
-        struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
 void wined3d_cs_emit_set_feature_level(struct wined3d_cs *cs, enum wined3d_feature_level level) DECLSPEC_HIDDEN;
 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
         enum wined3d_format_id format_id, unsigned int offset) DECLSPEC_HIDDEN;
@@ -4805,6 +4803,8 @@ void wined3d_device_context_emit_set_constant_buffer(struct wined3d_device_conte
         enum wined3d_shader_type type, UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
 void wined3d_device_context_emit_set_depth_stencil_state(struct wined3d_device_context *context,
         struct wined3d_depth_stencil_state *state, unsigned int stencil_ref) DECLSPEC_HIDDEN;
+void wined3d_device_context_emit_set_depth_stencil_view(struct wined3d_device_context *context,
+        struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
 void wined3d_device_context_emit_set_rasterizer_state(struct wined3d_device_context *context,
         struct wined3d_rasterizer_state *rasterizer_state) DECLSPEC_HIDDEN;
 void wined3d_device_context_emit_set_rendertarget_view(struct wined3d_device_context *context, unsigned int view_idx,
-- 
2.30.2




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