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d3d11: Use wined3d_device_context_dispatch().
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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@ -1114,13 +1114,13 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_DrawInstancedIndirect(ID3D
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static void STDMETHODCALLTYPE d3d11_immediate_context_Dispatch(ID3D11DeviceContext1 *iface,
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UINT thread_group_count_x, UINT thread_group_count_y, UINT thread_group_count_z)
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{
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struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
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struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface);
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TRACE("iface %p, thread_group_count_x %u, thread_group_count_y %u, thread_group_count_z %u.\n",
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iface, thread_group_count_x, thread_group_count_y, thread_group_count_z);
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wined3d_mutex_lock();
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wined3d_device_dispatch_compute(device->wined3d_device,
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wined3d_device_context_dispatch(context->wined3d_context,
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thread_group_count_x, thread_group_count_y, thread_group_count_z);
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wined3d_mutex_unlock();
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}
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