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d3d8: Use wined3d_device_context methods.
Signed-off-by: Zebediah Figura <z.figura12@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -114,6 +114,7 @@ struct d3d8_device
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struct wined3d_device_parent device_parent;
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LONG ref;
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struct wined3d_device *wined3d_device;
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struct wined3d_device_context *immediate_context;
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unsigned int adapter_ordinal;
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struct d3d8 *d3d_parent;
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struct d3d8_handle_table handle_table;
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@ -1534,17 +1534,17 @@ static HRESULT WINAPI d3d8_device_SetRenderTarget(IDirect3DDevice8 *iface,
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original_dsv = wined3d_device_get_depth_stencil_view(device->wined3d_device);
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rtv = ds_impl ? d3d8_surface_acquire_rendertarget_view(ds_impl) : NULL;
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hr = wined3d_device_set_depth_stencil_view(device->wined3d_device, rtv);
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hr = wined3d_device_context_set_depth_stencil_view(device->immediate_context, rtv);
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d3d8_surface_release_rendertarget_view(ds_impl, rtv);
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if (SUCCEEDED(hr))
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{
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rtv = render_target ? d3d8_surface_acquire_rendertarget_view(rt_impl) : NULL;
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if (render_target)
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{
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if (SUCCEEDED(hr = wined3d_device_set_rendertarget_view(device->wined3d_device, 0, rtv, TRUE)))
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if (SUCCEEDED(hr = wined3d_device_context_set_rendertarget_view(device->immediate_context, 0, rtv, TRUE)))
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device_reset_viewport_state(device);
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else
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wined3d_device_set_depth_stencil_view(device->wined3d_device, original_dsv);
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wined3d_device_context_set_depth_stencil_view(device->immediate_context, original_dsv);
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}
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d3d8_surface_release_rendertarget_view(rt_impl, rtv);
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}
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@ -2495,7 +2495,6 @@ static HRESULT WINAPI d3d8_device_DrawPrimitive(IDirect3DDevice8 *iface,
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{
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struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
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unsigned int vertex_count;
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HRESULT hr;
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TRACE("iface %p, primitive_type %#x, start_vertex %u, primitive_count %u.\n",
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iface, primitive_type, start_vertex, primitive_count);
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@ -2505,10 +2504,10 @@ static HRESULT WINAPI d3d8_device_DrawPrimitive(IDirect3DDevice8 *iface,
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d3d8_device_upload_sysmem_vertex_buffers(device, start_vertex, vertex_count);
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wined3d_device_set_primitive_type(device->wined3d_device, wined3d_primitive_type_from_d3d(primitive_type), 0);
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wined3d_device_apply_stateblock(device->wined3d_device, device->state);
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hr = wined3d_device_draw_primitive(device->wined3d_device, start_vertex, vertex_count);
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wined3d_device_context_draw(device->immediate_context, start_vertex, vertex_count, 0, 0);
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wined3d_mutex_unlock();
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return hr;
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return D3D_OK;
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}
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static HRESULT WINAPI d3d8_device_DrawIndexedPrimitive(IDirect3DDevice8 *iface,
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@ -2535,7 +2534,7 @@ static HRESULT WINAPI d3d8_device_DrawIndexedPrimitive(IDirect3DDevice8 *iface,
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d3d8_device_upload_sysmem_index_buffer(device, start_idx, index_count);
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wined3d_device_set_primitive_type(device->wined3d_device, wined3d_primitive_type_from_d3d(primitive_type), 0);
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wined3d_device_apply_stateblock(device->wined3d_device, device->state);
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wined3d_device_draw_indexed_primitive(device->wined3d_device, start_idx, index_count);
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wined3d_device_context_draw_indexed(device->immediate_context, base_vertex_index, start_idx, index_count, 0, 0);
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wined3d_mutex_unlock();
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return D3D_OK;
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@ -2629,7 +2628,7 @@ static HRESULT WINAPI d3d8_device_DrawPrimitiveUP(IDirect3DDevice8 *iface,
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wined3d_device_set_primitive_type(device->wined3d_device, wined3d_primitive_type_from_d3d(primitive_type), 0);
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wined3d_device_apply_stateblock(device->wined3d_device, device->state);
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hr = wined3d_device_draw_primitive(device->wined3d_device, vb_pos / stride, vtx_count);
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wined3d_device_context_draw(device->immediate_context, vb_pos / stride, vtx_count, 0, 0);
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wined3d_stateblock_set_stream_source(device->state, 0, NULL, 0, 0);
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done:
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@ -2687,6 +2686,7 @@ static HRESULT WINAPI d3d8_device_DrawIndexedPrimitiveUP(IDirect3DDevice8 *iface
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struct wined3d_map_desc wined3d_map_desc;
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struct wined3d_box wined3d_box = {0};
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struct wined3d_resource *ib, *vb;
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unsigned int base_vertex_idx;
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UINT vb_pos, ib_pos, align;
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HRESULT hr;
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@ -2753,11 +2753,13 @@ static HRESULT WINAPI d3d8_device_DrawIndexedPrimitiveUP(IDirect3DDevice8 *iface
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wined3d_stateblock_set_index_buffer(device->state, device->index_buffer,
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wined3dformat_from_d3dformat(index_format));
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wined3d_stateblock_set_base_vertex_index(device->state, vb_pos / vertex_stride - min_vertex_idx);
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base_vertex_idx = vb_pos / vertex_stride - min_vertex_idx;
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wined3d_stateblock_set_base_vertex_index(device->state, base_vertex_idx);
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wined3d_device_set_primitive_type(device->wined3d_device, wined3d_primitive_type_from_d3d(primitive_type), 0);
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wined3d_device_apply_stateblock(device->wined3d_device, device->state);
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wined3d_device_draw_indexed_primitive(device->wined3d_device, ib_pos / idx_fmt_size, idx_count);
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wined3d_device_context_draw_indexed(device->immediate_context,
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base_vertex_idx, ib_pos / idx_fmt_size, idx_count, 0, 0);
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wined3d_stateblock_set_stream_source(device->state, 0, NULL, 0, 0);
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wined3d_stateblock_set_index_buffer(device->state, NULL, WINED3DFMT_UNKNOWN);
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@ -3775,6 +3777,7 @@ HRESULT device_init(struct d3d8_device *device, struct d3d8 *parent, struct wine
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return hr;
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}
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device->immediate_context = wined3d_device_get_immediate_context(device->wined3d_device);
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wined3d_get_device_caps(wined3d_adapter, wined3d_device_type_from_d3d(device_type), &caps);
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device->max_user_clip_planes = caps.MaxUserClipPlanes;
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device->vs_uniform_count = caps.MaxVertexShaderConst;
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