d3d11: Use wined3d_device_context_get_shader_resource_view().

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>
This commit is contained in:
Zebediah Figura 2021-04-17 18:39:33 -05:00 committed by Alexandre Julliard
parent c060af96f2
commit 455bd2ffac

View file

@ -1650,7 +1650,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_VSGetConstantBuffers(ID3D1
static void STDMETHODCALLTYPE d3d11_immediate_context_PSGetShaderResources(ID3D11DeviceContext1 *iface,
UINT start_slot, UINT view_count, ID3D11ShaderResourceView **views)
{
struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n",
@ -1662,7 +1662,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_PSGetShaderResources(ID3D1
struct wined3d_shader_resource_view *wined3d_view;
struct d3d_shader_resource_view *view_impl;
if (!(wined3d_view = wined3d_device_get_ps_resource_view(device->wined3d_device, start_slot + i)))
if (!(wined3d_view = wined3d_device_context_get_shader_resource_view(
context->wined3d_context, WINED3D_SHADER_TYPE_PIXEL, start_slot + i)))
{
views[i] = NULL;
continue;
@ -1914,7 +1915,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_IAGetPrimitiveTopology(ID3
static void STDMETHODCALLTYPE d3d11_immediate_context_VSGetShaderResources(ID3D11DeviceContext1 *iface,
UINT start_slot, UINT view_count, ID3D11ShaderResourceView **views)
{
struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n", iface, start_slot, view_count, views);
@ -1925,7 +1926,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_VSGetShaderResources(ID3D1
struct wined3d_shader_resource_view *wined3d_view;
struct d3d_shader_resource_view *view_impl;
if (!(wined3d_view = wined3d_device_get_vs_resource_view(device->wined3d_device, start_slot + i)))
if (!(wined3d_view = wined3d_device_context_get_shader_resource_view(
context->wined3d_context, WINED3D_SHADER_TYPE_VERTEX, start_slot + i)))
{
views[i] = NULL;
continue;
@ -1992,7 +1994,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_GetPredication(ID3D11Devic
static void STDMETHODCALLTYPE d3d11_immediate_context_GSGetShaderResources(ID3D11DeviceContext1 *iface,
UINT start_slot, UINT view_count, ID3D11ShaderResourceView **views)
{
struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n", iface, start_slot, view_count, views);
@ -2003,7 +2005,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_GSGetShaderResources(ID3D1
struct wined3d_shader_resource_view *wined3d_view;
struct d3d_shader_resource_view *view_impl;
if (!(wined3d_view = wined3d_device_get_gs_resource_view(device->wined3d_device, start_slot + i)))
if (!(wined3d_view = wined3d_device_context_get_shader_resource_view(
context->wined3d_context, WINED3D_SHADER_TYPE_GEOMETRY, start_slot + i)))
{
views[i] = NULL;
continue;
@ -2292,7 +2295,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_RSGetScissorRects(ID3D11De
static void STDMETHODCALLTYPE d3d11_immediate_context_HSGetShaderResources(ID3D11DeviceContext1 *iface,
UINT start_slot, UINT view_count, ID3D11ShaderResourceView **views)
{
struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n", iface, start_slot, view_count, views);
@ -2303,7 +2306,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_HSGetShaderResources(ID3D1
struct wined3d_shader_resource_view *wined3d_view;
struct d3d_shader_resource_view *view_impl;
if (!(wined3d_view = wined3d_device_get_hs_resource_view(device->wined3d_device, start_slot + i)))
if (!(wined3d_view = wined3d_device_context_get_shader_resource_view(
context->wined3d_context, WINED3D_SHADER_TYPE_HULL, start_slot + i)))
{
views[i] = NULL;
continue;
@ -2383,7 +2387,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_HSGetConstantBuffers(ID3D1
static void STDMETHODCALLTYPE d3d11_immediate_context_DSGetShaderResources(ID3D11DeviceContext1 *iface,
UINT start_slot, UINT view_count, ID3D11ShaderResourceView **views)
{
struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n",
@ -2395,7 +2399,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_DSGetShaderResources(ID3D1
struct wined3d_shader_resource_view *wined3d_view;
struct d3d_shader_resource_view *view_impl;
if (!(wined3d_view = wined3d_device_get_ds_resource_view(device->wined3d_device, start_slot + i)))
if (!(wined3d_view = wined3d_device_context_get_shader_resource_view(
context->wined3d_context, WINED3D_SHADER_TYPE_DOMAIN, start_slot + i)))
{
views[i] = NULL;
continue;
@ -2475,7 +2480,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_DSGetConstantBuffers(ID3D1
static void STDMETHODCALLTYPE d3d11_immediate_context_CSGetShaderResources(ID3D11DeviceContext1 *iface,
UINT start_slot, UINT view_count, ID3D11ShaderResourceView **views)
{
struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n", iface, start_slot, view_count, views);
@ -2486,7 +2491,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_CSGetShaderResources(ID3D1
struct wined3d_shader_resource_view *wined3d_view;
struct d3d_shader_resource_view *view_impl;
if (!(wined3d_view = wined3d_device_get_cs_resource_view(device->wined3d_device, start_slot + i)))
if (!(wined3d_view = wined3d_device_context_get_shader_resource_view(
context->wined3d_context, WINED3D_SHADER_TYPE_COMPUTE, start_slot + i)))
{
views[i] = NULL;
continue;
@ -5024,7 +5030,8 @@ static void STDMETHODCALLTYPE d3d10_device_PSGetShaderResources(ID3D10Device1 *i
struct wined3d_shader_resource_view *wined3d_view;
struct d3d_shader_resource_view *view_impl;
if (!(wined3d_view = wined3d_device_get_ps_resource_view(device->wined3d_device, start_slot + i)))
if (!(wined3d_view = wined3d_device_context_get_shader_resource_view(
device->immediate_context.wined3d_context, WINED3D_SHADER_TYPE_PIXEL, start_slot + i)))
{
views[i] = NULL;
continue;
@ -5261,7 +5268,8 @@ static void STDMETHODCALLTYPE d3d10_device_VSGetShaderResources(ID3D10Device1 *i
struct wined3d_shader_resource_view *wined3d_view;
struct d3d_shader_resource_view *view_impl;
if (!(wined3d_view = wined3d_device_get_vs_resource_view(device->wined3d_device, start_slot + i)))
if (!(wined3d_view = wined3d_device_context_get_shader_resource_view(
device->immediate_context.wined3d_context, WINED3D_SHADER_TYPE_VERTEX, start_slot + i)))
{
views[i] = NULL;
continue;
@ -5340,7 +5348,8 @@ static void STDMETHODCALLTYPE d3d10_device_GSGetShaderResources(ID3D10Device1 *i
struct wined3d_shader_resource_view *wined3d_view;
struct d3d_shader_resource_view *view_impl;
if (!(wined3d_view = wined3d_device_get_gs_resource_view(device->wined3d_device, start_slot + i)))
if (!(wined3d_view = wined3d_device_context_get_shader_resource_view(
device->immediate_context.wined3d_context, WINED3D_SHADER_TYPE_GEOMETRY, start_slot + i)))
{
views[i] = NULL;
continue;