d3d11: Make d3d10 *GetConstantBuffers use a helper method.

Signed-off-by: Pablo Martin <pmart-wine@riseup.net>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
oldstable
Pablo Martin 2018-05-29 08:39:58 +02:00 committed by Alexandre Julliard
parent 095964c439
commit 506582ece6
1 changed files with 32 additions and 60 deletions

View File

@ -3890,6 +3890,32 @@ static ULONG STDMETHODCALLTYPE d3d10_device_Release(ID3D10Device1 *iface)
/* ID3D10Device methods */
static void d3d10_device_get_constant_buffers(ID3D10Device1 *iface,
enum wined3d_shader_type type, UINT start_slot, UINT buffer_count, ID3D10Buffer **buffers)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
unsigned int i;
wined3d_mutex_lock();
for (i = 0; i < buffer_count; ++i)
{
struct wined3d_buffer *wined3d_buffer;
struct d3d_buffer *buffer_impl;
if (!(wined3d_buffer = wined3d_device_get_constant_buffer(device->wined3d_device,
type, start_slot + i)))
{
buffers[i] = NULL;
continue;
}
buffer_impl = wined3d_buffer_get_parent(wined3d_buffer);
buffers[i] = &buffer_impl->ID3D10Buffer_iface;
ID3D10Buffer_AddRef(buffers[i]);
}
wined3d_mutex_unlock();
}
static void d3d10_device_set_constant_buffers(ID3D10Device1 *iface,
enum wined3d_shader_type type, UINT start_slot, UINT buffer_count, ID3D10Buffer *const *buffers)
{
@ -4511,29 +4537,11 @@ static void STDMETHODCALLTYPE d3d10_device_ResolveSubresource(ID3D10Device1 *ifa
static void STDMETHODCALLTYPE d3d10_device_VSGetConstantBuffers(ID3D10Device1 *iface,
UINT start_slot, UINT buffer_count, ID3D10Buffer **buffers)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n",
iface, start_slot, buffer_count, buffers);
wined3d_mutex_lock();
for (i = 0; i < buffer_count; ++i)
{
struct wined3d_buffer *wined3d_buffer;
struct d3d_buffer *buffer_impl;
if (!(wined3d_buffer = wined3d_device_get_vs_cb(device->wined3d_device, start_slot + i)))
{
buffers[i] = NULL;
continue;
}
buffer_impl = wined3d_buffer_get_parent(wined3d_buffer);
buffers[i] = &buffer_impl->ID3D10Buffer_iface;
ID3D10Buffer_AddRef(buffers[i]);
}
wined3d_mutex_unlock();
d3d10_device_get_constant_buffers(iface, WINED3D_SHADER_TYPE_VERTEX, start_slot, buffer_count,
buffers);
}
static void STDMETHODCALLTYPE d3d10_device_PSGetShaderResources(ID3D10Device1 *iface,
@ -4639,29 +4647,11 @@ static void STDMETHODCALLTYPE d3d10_device_VSGetShader(ID3D10Device1 *iface, ID3
static void STDMETHODCALLTYPE d3d10_device_PSGetConstantBuffers(ID3D10Device1 *iface,
UINT start_slot, UINT buffer_count, ID3D10Buffer **buffers)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n",
iface, start_slot, buffer_count, buffers);
wined3d_mutex_lock();
for (i = 0; i < buffer_count; ++i)
{
struct wined3d_buffer *wined3d_buffer;
struct d3d_buffer *buffer_impl;
if (!(wined3d_buffer = wined3d_device_get_ps_cb(device->wined3d_device, start_slot + i)))
{
buffers[i] = NULL;
continue;
}
buffer_impl = wined3d_buffer_get_parent(wined3d_buffer);
buffers[i] = &buffer_impl->ID3D10Buffer_iface;
ID3D10Buffer_AddRef(buffers[i]);
}
wined3d_mutex_unlock();
d3d10_device_get_constant_buffers(iface, WINED3D_SHADER_TYPE_PIXEL, start_slot, buffer_count,
buffers);
}
static void STDMETHODCALLTYPE d3d10_device_IAGetInputLayout(ID3D10Device1 *iface, ID3D10InputLayout **input_layout)
@ -4747,29 +4737,11 @@ static void STDMETHODCALLTYPE d3d10_device_IAGetIndexBuffer(ID3D10Device1 *iface
static void STDMETHODCALLTYPE d3d10_device_GSGetConstantBuffers(ID3D10Device1 *iface,
UINT start_slot, UINT buffer_count, ID3D10Buffer **buffers)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n",
iface, start_slot, buffer_count, buffers);
wined3d_mutex_lock();
for (i = 0; i < buffer_count; ++i)
{
struct wined3d_buffer *wined3d_buffer;
struct d3d_buffer *buffer_impl;
if (!(wined3d_buffer = wined3d_device_get_gs_cb(device->wined3d_device, start_slot + i)))
{
buffers[i] = NULL;
continue;
}
buffer_impl = wined3d_buffer_get_parent(wined3d_buffer);
buffers[i] = &buffer_impl->ID3D10Buffer_iface;
ID3D10Buffer_AddRef(buffers[i]);
}
wined3d_mutex_unlock();
d3d10_device_get_constant_buffers(iface, WINED3D_SHADER_TYPE_GEOMETRY, start_slot, buffer_count,
buffers);
}
static void STDMETHODCALLTYPE d3d10_device_GSGetShader(ID3D10Device1 *iface, ID3D10GeometryShader **shader)