(D3D11) Cleanup some inline functions
This commit is contained in:
parent
d0ef0eccbf
commit
1887aee7c4
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@ -239,15 +239,6 @@ static INLINE void D3D11SetPShaderResources(
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device_context, start_slot, num_views,
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shader_resource_views);
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}
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static INLINE void D3D11SetPShaderSamplers(
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D3D11DeviceContext device_context,
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UINT start_slot,
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UINT num_samplers,
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ID3D11SamplerState* const* samplers)
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{
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device_context->lpVtbl->PSSetSamplers(
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device_context, start_slot, num_samplers, samplers);
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}
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static INLINE void D3D11DrawIndexed(
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D3D11DeviceContext device_context,
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@ -280,32 +271,6 @@ D3D11Unmap(D3D11DeviceContext device_context, D3D11Resource resource, UINT subre
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device_context->lpVtbl->Unmap(device_context, resource, subresource);
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}
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static INLINE void D3D11SetPShaderConstantBuffers(
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D3D11DeviceContext device_context,
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UINT start_slot,
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UINT num_buffers,
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const D3D11Buffer* constant_buffers)
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{
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device_context->lpVtbl->PSSetConstantBuffers(
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device_context, start_slot, num_buffers, constant_buffers);
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}
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static INLINE void D3D11SetVertexBuffers(
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D3D11DeviceContext device_context,
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UINT start_slot,
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UINT num_buffers,
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const D3D11Buffer* vertex_buffers,
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UINT* strides,
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UINT* offsets)
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{
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device_context->lpVtbl->IASetVertexBuffers(
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device_context, start_slot, num_buffers, vertex_buffers, strides, offsets);
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}
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static INLINE void D3D11SetIndexBuffer(
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D3D11DeviceContext device_context, D3D11Buffer index_buffer, DXGI_FORMAT format, UINT offset)
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{
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device_context->lpVtbl->IASetIndexBuffer(device_context, index_buffer, format, offset);
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}
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static INLINE void D3D11DrawIndexedInstanced(
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D3D11DeviceContext device_context,
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UINT index_count_per_instance,
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@ -353,14 +318,7 @@ static INLINE void D3D11SetVShaderResources(
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device_context->lpVtbl->VSSetShaderResources(
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device_context, start_slot, num_views, shader_resource_views);
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}
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static INLINE void D3D11SetVShaderSamplers(
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D3D11DeviceContext device_context,
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UINT start_slot,
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UINT num_samplers,
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D3D11SamplerState* const samplers)
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{
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device_context->lpVtbl->VSSetSamplers(device_context, start_slot, num_samplers, samplers);
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}
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static INLINE void D3D11Begin(D3D11DeviceContext device_context, D3D11Asynchronous async)
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{
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device_context->lpVtbl->Begin(device_context, async);
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@ -488,16 +446,13 @@ D3D11SetRasterizerState(D3D11DeviceContext device_context, D3D11RasterizerState
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{
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device_context->lpVtbl->RSSetState(device_context, rasterizer_state);
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}
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static INLINE void
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D3D11SetViewports(D3D11DeviceContext device_context, UINT num_viewports, D3D11_VIEWPORT* viewports)
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{
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device_context->lpVtbl->RSSetViewports(device_context, num_viewports, viewports);
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}
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static INLINE void
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D3D11SetScissorRects(D3D11DeviceContext device_context, UINT num_rects, D3D11_RECT* rects)
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{
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device_context->lpVtbl->RSSetScissorRects(device_context, num_rects, rects);
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}
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static INLINE void D3D11CopySubresourceRegion(
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D3D11DeviceContext device_context,
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D3D11Resource dst_resource,
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@ -599,11 +554,7 @@ static INLINE void D3D11ResolveSubresource(
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device_context->lpVtbl->ResolveSubresource(
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device_context, dst_resource, dst_subresource, src_resource, src_subresource, format);
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}
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static INLINE void D3D11ExecuteCommandList(
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D3D11DeviceContext device_context, D3D11CommandList command_list, BOOL restore_context_state)
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{
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device_context->lpVtbl->ExecuteCommandList(device_context, command_list, restore_context_state);
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}
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static INLINE void D3D11HSSetShaderResources(
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D3D11DeviceContext device_context,
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UINT start_slot,
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@ -693,6 +644,7 @@ static INLINE void D3D11SetCShaderUnorderedAccessViews(
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device_context->lpVtbl->CSSetUnorderedAccessViews(
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device_context, start_slot, num_uavs, unordered_access_views, uavinitial_counts);
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}
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static INLINE void D3D11SetCShader(
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D3D11DeviceContext device_context,
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D3D11ComputeShader compute_shader,
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@ -2136,10 +2088,7 @@ static INLINE HRESULT D3D11SetSwapChain(D3D11Debug debug, IDXGISwapChain* swap_c
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{
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return debug->lpVtbl->SetSwapChain(debug, (IDXGISwapChain*)swap_chain);
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}
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static INLINE HRESULT D3D11GetSwapChain(D3D11Debug debug, IDXGISwapChain** swap_chain)
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{
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return debug->lpVtbl->GetSwapChain(debug, (IDXGISwapChain**)swap_chain);
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}
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static INLINE HRESULT D3D11ValidateContext(D3D11Debug debug, D3D11DeviceContext context)
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{
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return debug->lpVtbl->ValidateContext(debug, context);
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@ -2344,12 +2293,6 @@ static INLINE BOOL D3D11GetMuteDebugOutput(D3D11InfoQueue info_queue)
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/* end of auto-generated */
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static INLINE HRESULT
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DXGIGetSwapChainBufferD3D11(DXGISwapChain swap_chain, UINT buffer, D3D11Texture2D* out)
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{
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return swap_chain->lpVtbl->GetBuffer(swap_chain, buffer, uuidof(ID3D11Texture2D), (void**)out);
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}
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static INLINE HRESULT D3D11MapTexture2D(
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D3D11DeviceContext device_context,
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D3D11Texture2D texture,
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@ -275,25 +275,26 @@ static void d3d11_render_overlay(void *data)
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return;
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if (d3d11->overlays.fullscreen)
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D3D11SetViewports(d3d11->context, 1, &d3d11->viewport);
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d3d11->context->lpVtbl->RSSetViewports(d3d11->context, 1, &d3d11->viewport);
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else
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D3D11SetViewports(d3d11->context, 1, &d3d11->frame.viewport);
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d3d11->context->lpVtbl->RSSetViewports(d3d11->context, 1, &d3d11->frame.viewport);
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D3D11SetBlendState(d3d11->context, d3d11->blend_enable, NULL, D3D11_DEFAULT_SAMPLE_MASK);
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{
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UINT stride = sizeof(d3d11_sprite_t);
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UINT offset = 0;
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D3D11SetVertexBuffers(d3d11->context, 0, 1,
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&d3d11->overlays.vbo, &stride, &offset);
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d3d11->context->lpVtbl->IASetVertexBuffers(
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d3d11->context, 0, 1, &d3d11->overlays.vbo, &stride, &offset);
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}
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{
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UINT stride = sizeof(d3d11_sprite_t);
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UINT offset = 0;
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D3D11SetVertexBuffers(d3d11->context, 0, 1, &d3d11->frame.vbo,
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&stride, &offset);
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d3d11->context->lpVtbl->IASetVertexBuffers(
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d3d11->context, 0, 1, &d3d11->frame.vbo, &stride, &offset);
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}
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D3D11SetPShaderSamplers(
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d3d11->context, 0, 1, &d3d11->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]);
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d3d11->context->lpVtbl->PSSetSamplers(
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d3d11->context, 0, 1,
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&d3d11->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]);
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for (i = 0; i < (unsigned)d3d11->overlays.count; i++)
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{
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@ -1886,7 +1887,8 @@ static bool d3d11_gfx_frame(
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{
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D3D11Texture2D back_buffer;
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DXGIGetSwapChainBufferD3D11(d3d11->swapChain, 0, &back_buffer);
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d3d11->swapChain->lpVtbl->GetBuffer(d3d11->swapChain, 0,
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uuidof(ID3D11Texture2D), (void**)&back_buffer);
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D3D11CreateTexture2DRenderTargetView(d3d11->device, back_buffer, NULL, &rtv);
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Release(back_buffer);
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}
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@ -1985,7 +1987,8 @@ static bool d3d11_gfx_frame(
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{
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UINT stride = sizeof(d3d11_vertex_t);
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UINT offset = 0;
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D3D11SetVertexBuffers(context, 0, 1, &d3d11->frame.vbo, &stride, &offset);
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d3d11->context->lpVtbl->IASetVertexBuffers(
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d3d11->context, 0, 1, &d3d11->frame.vbo, &stride, &offset);
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}
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texture = d3d11->frame.texture;
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@ -2049,7 +2052,8 @@ static bool d3d11_gfx_frame(
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D3D11SetVShaderConstantBuffers(context, buffer_sem->binding, 1, &buffer);
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if (buffer_sem->stage_mask & SLANG_STAGE_FRAGMENT_MASK)
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D3D11SetPShaderConstantBuffers(context, buffer_sem->binding, 1, &buffer);
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context->lpVtbl->PSSetConstantBuffers(
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context, buffer_sem->binding, 1, &buffer);
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}
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}
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@ -2072,7 +2076,8 @@ static bool d3d11_gfx_frame(
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}
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D3D11SetPShaderResources(context, 0, SLANG_NUM_BINDINGS, textures);
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D3D11SetPShaderSamplers(context, 0, SLANG_NUM_BINDINGS, samplers);
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context->lpVtbl->PSSetSamplers(
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context, 0, SLANG_NUM_BINDINGS, samplers);
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}
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if (!d3d11->pass[i].rt.handle)
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@ -2082,7 +2087,7 @@ static bool d3d11_gfx_frame(
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}
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D3D11SetRenderTargets(context, 1, &d3d11->pass[i].rt.rt_view, NULL);
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D3D11SetViewports(context, 1, &d3d11->pass[i].viewport);
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context->lpVtbl->RSSetViewports(context, 1, &d3d11->pass[i].viewport);
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D3D11Draw(context, 4, 0);
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texture = &d3d11->pass[i].rt;
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@ -2103,7 +2108,7 @@ static bool d3d11_gfx_frame(
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D3D11ClearRenderTargetView(context, rtv, d3d11->clearcolor);
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}
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D3D11SetViewports(context, 1, &d3d11->frame.viewport);
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context->lpVtbl->RSSetViewports(context, 1, &d3d11->frame.viewport);
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if (texture)
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{
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@ -2115,8 +2120,9 @@ static bool d3d11_gfx_frame(
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context->lpVtbl->GSSetShader(context, shader->gs, NULL, 0);
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}
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D3D11SetPShaderResources(context, 0, 1, &texture->view);
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D3D11SetPShaderSamplers(
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context, 0, 1, &d3d11->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]);
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context->lpVtbl->PSSetSamplers(
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context, 0, 1,
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&d3d11->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]);
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D3D11SetVShaderConstantBuffers(context, 0, 1, &d3d11->frame.ubo);
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}
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@ -2129,7 +2135,7 @@ static bool d3d11_gfx_frame(
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if (d3d11->menu.enabled && d3d11->menu.texture.handle)
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{
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if (d3d11->menu.fullscreen)
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D3D11SetViewports(context, 1, &d3d11->viewport);
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context->lpVtbl->RSSetViewports(context, 1, &d3d11->viewport);
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{
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d3d11_shader_t *shader = &d3d11->shaders[VIDEO_SHADER_STOCK_BLEND];
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@ -2141,19 +2147,22 @@ static bool d3d11_gfx_frame(
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{
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UINT stride = sizeof(d3d11_vertex_t);
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UINT offset = 0;
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D3D11SetVertexBuffers(context, 0, 1, &d3d11->menu.vbo, &stride, &offset);
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d3d11->context->lpVtbl->IASetVertexBuffers(
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d3d11->context, 0, 1, &d3d11->menu.vbo, &stride, &offset);
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}
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D3D11SetVShaderConstantBuffers(context, 0, 1, &d3d11->ubo);
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{
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d3d11_texture_t *texture = (d3d11_texture_t*)&d3d11->menu.texture;
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D3D11SetPShaderResources(d3d11->context, 0, 1, &texture->view);
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D3D11SetPShaderSamplers(d3d11->context, 0, 1, (D3D11SamplerState*)&texture->sampler);
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d3d11->context->lpVtbl->PSSetSamplers(
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d3d11->context, 0, 1,
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(D3D11SamplerState*)&texture->sampler);
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}
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D3D11Draw(context, 4, 0);
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}
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#endif
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D3D11SetViewports(context, 1, &d3d11->viewport);
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context->lpVtbl->RSSetViewports(context, 1, &d3d11->viewport);
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{
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d3d11_shader_t *shader = &d3d11->sprites.shader;
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context->lpVtbl->IASetInputLayout(context, shader->layout);
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@ -2163,12 +2172,13 @@ static bool d3d11_gfx_frame(
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}
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D3D11SetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
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D3D11SetVShaderConstantBuffers(context, 0, 1, &d3d11->ubo);
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D3D11SetPShaderConstantBuffers(context, 0, 1, &d3d11->ubo);
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context->lpVtbl->PSSetConstantBuffers(
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context, 0, 1, &d3d11->ubo);
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{
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UINT stride = sizeof(d3d11_sprite_t);
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UINT offset = 0;
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D3D11SetVertexBuffers(context, 0, 1,
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&d3d11->sprites.vbo, &stride, &offset);
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context->lpVtbl->IASetVertexBuffers(
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context, 0, 1, &d3d11->sprites.vbo, &stride, &offset);
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}
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d3d11->sprites.enabled = true;
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@ -2182,12 +2192,12 @@ static bool d3d11_gfx_frame(
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if (d3d11->menu.enabled)
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#endif
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{
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D3D11SetViewports(context, 1, &d3d11->viewport);
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context->lpVtbl->RSSetViewports(context, 1, &d3d11->viewport);
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{
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UINT stride = sizeof(d3d11_sprite_t);
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UINT offset = 0;
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D3D11SetVertexBuffers(context, 0, 1,
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&d3d11->sprites.vbo, &stride, &offset);
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context->lpVtbl->IASetVertexBuffers(
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context, 0, 1, &d3d11->sprites.vbo, &stride, &offset);
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}
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}
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#endif
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@ -2201,13 +2211,13 @@ static bool d3d11_gfx_frame(
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{
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if (osd_params)
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{
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D3D11SetViewports(context, 1, &d3d11->viewport);
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context->lpVtbl->RSSetViewports(context, 1, &d3d11->viewport);
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D3D11SetBlendState(d3d11->context, d3d11->blend_enable, NULL, D3D11_DEFAULT_SAMPLE_MASK);
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{
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UINT stride = sizeof(d3d11_sprite_t);
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UINT offset = 0;
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D3D11SetVertexBuffers(context, 0, 1,
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&d3d11->sprites.vbo, &stride, &offset);
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context->lpVtbl->IASetVertexBuffers(
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context, 0, 1, &d3d11->sprites.vbo, &stride, &offset);
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}
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font_driver_render_msg(d3d11,
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stat_text,
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@ -2223,7 +2233,7 @@ static bool d3d11_gfx_frame(
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#ifdef HAVE_GFX_WIDGETS
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if (widgets_active)
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{
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D3D11SetViewports(context, 1, &d3d11->viewport);
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context->lpVtbl->RSSetViewports(context, 1, &d3d11->viewport);
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gfx_widgets_frame(video_info);
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}
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#endif
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@ -2232,10 +2242,10 @@ static bool d3d11_gfx_frame(
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{
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UINT stride = sizeof(d3d11_sprite_t);
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UINT offset = 0;
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D3D11SetViewports(context, 1, &d3d11->viewport);
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context->lpVtbl->RSSetViewports(context, 1, &d3d11->viewport);
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D3D11SetBlendState(d3d11->context, d3d11->blend_enable, NULL, D3D11_DEFAULT_SAMPLE_MASK);
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D3D11SetVertexBuffers(context, 0, 1,
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&d3d11->sprites.vbo, &stride, &offset);
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context->lpVtbl->IASetVertexBuffers(
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context, 0, 1, &d3d11->sprites.vbo, &stride, &offset);
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font_driver_render_msg(d3d11, msg, NULL, NULL);
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}
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d3d11->sprites.enabled = false;
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@ -2252,8 +2262,7 @@ static bool d3d11_gfx_frame(
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D3D11SetRenderTargets(context, 1, &rtv, NULL);
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D3D11ClearRenderTargetView(context, rtv,
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d3d11->clearcolor);
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D3D11SetViewports(context, 1,
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&d3d11->viewport);
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context->lpVtbl->RSSetViewports(context, 1, &d3d11->viewport);
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D3D11SetScissorRects(context, 1,
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&d3d11->scissor);
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@ -2268,14 +2277,16 @@ static bool d3d11_gfx_frame(
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&d3d11->hdr.ubo);
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D3D11SetPShaderResources(context, 0, 1,
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&d3d11->back_buffer.view);
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D3D11SetPShaderSamplers(context, 0, 1,
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context->lpVtbl->PSSetSamplers(
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context, 0, 1,
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&d3d11->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]);
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D3D11SetPShaderConstantBuffers(context, 0, 1, &d3d11->hdr.ubo);
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context->lpVtbl->PSSetConstantBuffers(
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context, 0, 1, &d3d11->hdr.ubo);
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{
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UINT stride = sizeof(d3d11_vertex_t);
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UINT offset = 0;
|
||||
D3D11SetVertexBuffers(context, 0, 1, &d3d11->frame.vbo,
|
||||
&stride, &offset);
|
||||
context->lpVtbl->IASetVertexBuffers(
|
||||
context, 0, 1, &d3d11->frame.vbo, &stride, &offset);
|
||||
}
|
||||
|
||||
D3D11SetRasterizerState(context, d3d11->scissor_disabled);
|
||||
|
|
|
@ -78,8 +78,9 @@ static void gfx_display_d3d11_draw(gfx_display_ctx_draw_t *draw,
|
|||
{
|
||||
UINT stride = sizeof(d3d11_sprite_t);
|
||||
UINT offset = 0;
|
||||
D3D11SetVertexBuffers(d3d11->context, 0, 1,
|
||||
&d3d11->sprites.vbo, &stride, &offset);
|
||||
d3d11->context->lpVtbl->IASetVertexBuffers(
|
||||
d3d11->context, 0, 1,
|
||||
&d3d11->sprites.vbo, &stride, &offset);
|
||||
}
|
||||
D3D11SetPrimitiveTopology(d3d11->context, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
|
||||
return;
|
||||
|
@ -174,7 +175,8 @@ static void gfx_display_d3d11_draw(gfx_display_ctx_draw_t *draw,
|
|||
{
|
||||
d3d11_texture_t *texture = (d3d11_texture_t*)draw->texture;
|
||||
D3D11SetPShaderResources(d3d11->context, 0, 1, &texture->view);
|
||||
D3D11SetPShaderSamplers(d3d11->context, 0, 1, (D3D11SamplerState*)&texture->sampler);
|
||||
d3d11->context->lpVtbl->PSSetSamplers(
|
||||
d3d11->context, 0, 1, (D3D11SamplerState*)&texture->sampler);
|
||||
}
|
||||
|
||||
D3D11Draw(d3d11->context, vertex_count, d3d11->sprites.offset);
|
||||
|
@ -222,7 +224,9 @@ static void gfx_display_d3d11_draw_pipeline(gfx_display_ctx_draw_t *draw,
|
|||
{
|
||||
UINT stride = 2 * sizeof(float);
|
||||
UINT offset = 0;
|
||||
D3D11SetVertexBuffers(d3d11->context, 0, 1, &d3d11->menu_pipeline_vbo, &stride, &offset);
|
||||
d3d11->context->lpVtbl->IASetVertexBuffers(
|
||||
d3d11->context, 0, 1,
|
||||
&d3d11->menu_pipeline_vbo, &stride, &offset);
|
||||
}
|
||||
draw->coords->vertices = ca->coords.vertices;
|
||||
D3D11SetBlendState(d3d11->context, d3d11->blend_pipeline, NULL, D3D11_DEFAULT_SAMPLE_MASK);
|
||||
|
@ -236,7 +240,9 @@ static void gfx_display_d3d11_draw_pipeline(gfx_display_ctx_draw_t *draw,
|
|||
{
|
||||
UINT stride = sizeof(d3d11_vertex_t);
|
||||
UINT offset = 0;
|
||||
D3D11SetVertexBuffers(d3d11->context, 0, 1, &d3d11->frame.vbo, &stride, &offset);
|
||||
d3d11->context->lpVtbl->IASetVertexBuffers(
|
||||
d3d11->context, 0, 1,
|
||||
&d3d11->frame.vbo, &stride, &offset);
|
||||
}
|
||||
draw->coords->vertices = 4;
|
||||
break;
|
||||
|
|
|
@ -215,7 +215,9 @@ static void d3d11_font_render_line(
|
|||
{
|
||||
d3d11_texture_t *texture = (d3d11_texture_t*)&font->texture;
|
||||
D3D11SetPShaderResources(d3d11->context, 0, 1, &texture->view);
|
||||
D3D11SetPShaderSamplers(d3d11->context, 0, 1, (D3D11SamplerState*)&texture->sampler);
|
||||
d3d11->context->lpVtbl->PSSetSamplers(
|
||||
d3d11->context, 0, 1,
|
||||
(D3D11SamplerState*)&texture->sampler);
|
||||
}
|
||||
D3D11SetBlendState(d3d11->context, d3d11->blend_enable, NULL, D3D11_DEFAULT_SAMPLE_MASK);
|
||||
|
||||
|
|
Loading…
Reference in New Issue