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wined3d: Introduce wined3d_device_set_hull_shader().
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2654,6 +2654,23 @@ HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device
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return WINED3D_OK;
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}
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void CDECL wined3d_device_set_hull_shader(struct wined3d_device *device, struct wined3d_shader *shader)
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{
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struct wined3d_shader *prev;
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TRACE("device %p, shader %p.\n", device, shader);
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prev = device->update_state->shader[WINED3D_SHADER_TYPE_HULL];
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if (shader == prev)
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return;
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if (shader)
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wined3d_shader_incref(shader);
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device->update_state->shader[WINED3D_SHADER_TYPE_HULL] = shader;
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wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_HULL, shader);
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if (prev)
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wined3d_shader_decref(prev);
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}
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void CDECL wined3d_device_set_geometry_shader(struct wined3d_device *device, struct wined3d_shader *shader)
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{
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struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
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@ -5207,6 +5207,7 @@ const struct StateEntryTemplate misc_state_template[] =
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{ STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
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{ STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER, context_state_fb }, WINED3D_GL_EXT_NONE },
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{ STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), context_state_drawbuf},WINED3D_GL_EXT_NONE },
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{ STATE_SHADER(WINED3D_SHADER_TYPE_HULL), { STATE_SHADER(WINED3D_SHADER_TYPE_HULL), state_shader }, WINED3D_GL_EXT_NONE },
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{ STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), state_shader }, WINED3D_GL_EXT_NONE },
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{ STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE), state_compute_shader}, WINED3D_GL_EXT_NONE },
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{0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
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@ -5988,6 +5989,7 @@ static void validate_state_table(struct StateEntry *state_table)
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STATE_STREAMSRC,
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STATE_INDEXBUFFER,
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STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),
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STATE_SHADER(WINED3D_SHADER_TYPE_HULL),
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STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY),
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STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),
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STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE),
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@ -128,6 +128,7 @@
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@ cdecl wined3d_device_set_gs_cb(ptr long ptr)
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@ cdecl wined3d_device_set_gs_resource_view(ptr long ptr)
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@ cdecl wined3d_device_set_gs_sampler(ptr long ptr)
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@ cdecl wined3d_device_set_hull_shader(ptr ptr)
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@ cdecl wined3d_device_set_index_buffer(ptr ptr long long)
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@ cdecl wined3d_device_set_light(ptr long ptr)
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@ cdecl wined3d_device_set_light_enable(ptr long long)
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@ -2303,6 +2303,7 @@ void __cdecl wined3d_device_set_gs_cb(struct wined3d_device *device, UINT idx, s
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void __cdecl wined3d_device_set_gs_resource_view(struct wined3d_device *device,
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UINT idx, struct wined3d_shader_resource_view *view);
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void __cdecl wined3d_device_set_gs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler);
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void __cdecl wined3d_device_set_hull_shader(struct wined3d_device *device, struct wined3d_shader *shader);
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void __cdecl wined3d_device_set_index_buffer(struct wined3d_device *device,
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struct wined3d_buffer *index_buffer, enum wined3d_format_id format_id, unsigned int offset);
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HRESULT __cdecl wined3d_device_set_light(struct wined3d_device *device,
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