From 96d7c319837dd8e707d263e333ab38dd241a8331 Mon Sep 17 00:00:00 2001 From: twinaphex Date: Sun, 24 Apr 2022 13:40:38 +0200 Subject: [PATCH] (D3D11) Cleanups --- gfx/common/d3d11_common.h | 396 +----------------------- gfx/drivers/d3d11.c | 46 +-- gfx/drivers_display/gfx_display_d3d11.c | 8 +- gfx/drivers_font/d3d11_font.c | 2 +- 4 files changed, 37 insertions(+), 415 deletions(-) diff --git a/gfx/common/d3d11_common.h b/gfx/common/d3d11_common.h index f4dd96f8ed..0f5fe0ee73 100644 --- a/gfx/common/d3d11_common.h +++ b/gfx/common/d3d11_common.h @@ -90,41 +90,6 @@ static INLINE UINT D3D11GetResourceEvictionPriority(D3D11Resource resource) { return resource->lpVtbl->GetEvictionPriority(resource); } -static INLINE void D3D11SetBufferEvictionPriority(D3D11Buffer buffer, UINT eviction_priority) -{ - buffer->lpVtbl->SetEvictionPriority(buffer, eviction_priority); -} -static INLINE UINT D3D11GetBufferEvictionPriority(D3D11Buffer buffer) -{ - return buffer->lpVtbl->GetEvictionPriority(buffer); -} -static INLINE void -D3D11SetTexture1DEvictionPriority(D3D11Texture1D texture1d, UINT eviction_priority) -{ - texture1d->lpVtbl->SetEvictionPriority(texture1d, eviction_priority); -} -static INLINE UINT D3D11GetTexture1DEvictionPriority(D3D11Texture1D texture1d) -{ - return texture1d->lpVtbl->GetEvictionPriority(texture1d); -} -static INLINE void -D3D11SetTexture2DEvictionPriority(D3D11Texture2D texture2d, UINT eviction_priority) -{ - texture2d->lpVtbl->SetEvictionPriority(texture2d, eviction_priority); -} -static INLINE UINT D3D11GetTexture2DEvictionPriority(D3D11Texture2D texture2d) -{ - return texture2d->lpVtbl->GetEvictionPriority(texture2d); -} -static INLINE void -D3D11SetTexture3DEvictionPriority(D3D11Texture3D texture3d, UINT eviction_priority) -{ - texture3d->lpVtbl->SetEvictionPriority(texture3d, eviction_priority); -} -static INLINE UINT D3D11GetTexture3DEvictionPriority(D3D11Texture3D texture3d) -{ - return texture3d->lpVtbl->GetEvictionPriority(texture3d); -} static INLINE void D3D11GetTexture2DDesc(D3D11Texture2D texture2d, D3D11_TEXTURE2D_DESC* desc) { texture2d->lpVtbl->GetDesc(texture2d, desc); @@ -179,56 +144,7 @@ static INLINE UINT D3D11GetCounterDataSize(D3D11Counter counter) { return counter->lpVtbl->GetDataSize(counter); } -static INLINE void -D3D11GetClassLinkage(D3D11ClassInstance class_instance, D3D11ClassLinkage* linkage) -{ - class_instance->lpVtbl->GetClassLinkage(class_instance, linkage); -} -static INLINE void -D3D11GetInstanceName(D3D11ClassInstance class_instance, LPSTR instance_name, SIZE_T* buffer_length) -{ - class_instance->lpVtbl->GetInstanceName(class_instance, instance_name, buffer_length); -} -static INLINE void -D3D11GetTypeName(D3D11ClassInstance class_instance, LPSTR type_name, SIZE_T* buffer_length) -{ - class_instance->lpVtbl->GetTypeName(class_instance, type_name, buffer_length); -} -static INLINE HRESULT D3D11GetClassInstance( - D3D11ClassLinkage class_linkage, - LPCSTR class_instance_name, - UINT instance_index, - D3D11ClassInstance* instance) -{ - return class_linkage->lpVtbl->GetClassInstance( - class_linkage, class_instance_name, instance_index, instance); -} -static INLINE HRESULT D3D11CreateClassInstance( - D3D11ClassLinkage class_linkage, - LPCSTR class_type_name, - UINT constant_buffer_offset, - UINT constant_vector_offset, - UINT texture_offset, - UINT sampler_offset, - D3D11ClassInstance* instance) -{ - return class_linkage->lpVtbl->CreateClassInstance( - class_linkage, class_type_name, constant_buffer_offset, constant_vector_offset, - texture_offset, sampler_offset, instance); -} -static INLINE UINT D3D11GetCommandListContextFlags(D3D11CommandList command_list) -{ - return command_list->lpVtbl->GetContextFlags(command_list); -} -static INLINE void D3D11SetVShaderConstantBuffers( - D3D11DeviceContext device_context, - UINT start_slot, - UINT num_buffers, - const D3D11Buffer* constant_buffers) -{ - device_context->lpVtbl->VSSetConstantBuffers( - device_context, start_slot, num_buffers, constant_buffers); -} + static INLINE void D3D11SetPShaderResources( D3D11DeviceContext device_context, UINT start_slot, @@ -240,12 +156,6 @@ static INLINE void D3D11SetPShaderResources( shader_resource_views); } -static INLINE void -D3D11Draw(D3D11DeviceContext device_context, UINT vertex_count, UINT start_vertex_location) -{ - device_context->lpVtbl->Draw(device_context, vertex_count, start_vertex_location); -} - static INLINE void D3D11SetGShaderConstantBuffers( D3D11DeviceContext device_context, UINT start_slot, @@ -302,47 +212,7 @@ static INLINE void D3D11SetGShaderSamplers( { device_context->lpVtbl->GSSetSamplers(device_context, start_slot, num_samplers, samplers); } -static INLINE void D3D11SetRenderTargets( - D3D11DeviceContext device_context, - UINT num_views, - D3D11RenderTargetView* const render_target_views, - D3D11DepthStencilView depth_stencil_view) -{ - device_context->lpVtbl->OMSetRenderTargets( - device_context, num_views, render_target_views, depth_stencil_view); -} -static INLINE void D3D11SetRenderTargetsAndUnorderedAccessViews( - D3D11DeviceContext device_context, - UINT num_rtvs, - D3D11RenderTargetView* const render_target_views, - D3D11DepthStencilView depth_stencil_view, - UINT uavstart_slot, - UINT num_uavs, - D3D11UnorderedAccessView* const unordered_access_views, - UINT* uavinitial_counts) -{ - device_context->lpVtbl->OMSetRenderTargetsAndUnorderedAccessViews( - device_context, num_rtvs, render_target_views, depth_stencil_view, uavstart_slot, num_uavs, - unordered_access_views, uavinitial_counts); -} -static INLINE void D3D11SOSetTargets( - D3D11DeviceContext device_context, - UINT num_buffers, - D3D11Buffer* const sotargets, - UINT* offsets) -{ - device_context->lpVtbl->SOSetTargets(device_context, num_buffers, sotargets, offsets); -} -static INLINE void D3D11Dispatch( - D3D11DeviceContext device_context, - UINT thread_group_count_x, - UINT thread_group_count_y, - UINT thread_group_count_z) -{ - device_context->lpVtbl->Dispatch( - device_context, thread_group_count_x, thread_group_count_y, thread_group_count_z); -} static INLINE void D3D11DispatchIndirect( D3D11DeviceContext device_context, D3D11Buffer buffer_for_args, @@ -483,96 +353,7 @@ static INLINE void D3D11HSSetConstantBuffers( device_context->lpVtbl->HSSetConstantBuffers( device_context, start_slot, num_buffers, constant_buffers); } -static INLINE void D3D11SetDShaderResources( - D3D11DeviceContext device_context, - UINT start_slot, - UINT num_views, - D3D11ShaderResourceView* const shader_resource_views) -{ - device_context->lpVtbl->DSSetShaderResources( - device_context, start_slot, num_views, shader_resource_views); -} -static INLINE void D3D11SetDShader( - D3D11DeviceContext device_context, - D3D11DomainShader domain_shader, - D3D11ClassInstance* const class_instances, - UINT num_class_instances) -{ - device_context->lpVtbl->DSSetShader( - device_context, domain_shader, class_instances, num_class_instances); -} -static INLINE void D3D11SetDShaderSamplers( - D3D11DeviceContext device_context, - UINT start_slot, - UINT num_samplers, - D3D11SamplerState* const samplers) -{ - device_context->lpVtbl->DSSetSamplers(device_context, start_slot, num_samplers, samplers); -} -static INLINE void D3D11SetDShaderConstantBuffers( - D3D11DeviceContext device_context, - UINT start_slot, - UINT num_buffers, - D3D11Buffer* const constant_buffers) -{ - device_context->lpVtbl->DSSetConstantBuffers( - device_context, start_slot, num_buffers, constant_buffers); -} -static INLINE void D3D11SetCShaderResources( - D3D11DeviceContext device_context, - UINT start_slot, - UINT num_views, - D3D11ShaderResourceView* const shader_resource_views) -{ - device_context->lpVtbl->CSSetShaderResources( - device_context, start_slot, num_views, shader_resource_views); -} -static INLINE void D3D11SetCShaderUnorderedAccessViews( - D3D11DeviceContext device_context, - UINT start_slot, - UINT num_uavs, - D3D11UnorderedAccessView* const unordered_access_views, - UINT* uavinitial_counts) -{ - device_context->lpVtbl->CSSetUnorderedAccessViews( - device_context, start_slot, num_uavs, unordered_access_views, uavinitial_counts); -} -static INLINE void D3D11SetCShader( - D3D11DeviceContext device_context, - D3D11ComputeShader compute_shader, - D3D11ClassInstance* const class_instances, - UINT num_class_instances) -{ - device_context->lpVtbl->CSSetShader( - device_context, compute_shader, class_instances, num_class_instances); -} -static INLINE void D3D11SetCShaderSamplers( - D3D11DeviceContext device_context, - UINT start_slot, - UINT num_samplers, - D3D11SamplerState* const samplers) -{ - device_context->lpVtbl->CSSetSamplers(device_context, start_slot, num_samplers, samplers); -} -static INLINE void D3D11SetCShaderConstantBuffers( - D3D11DeviceContext device_context, - UINT start_slot, - UINT num_buffers, - D3D11Buffer* const constant_buffers) -{ - device_context->lpVtbl->CSSetConstantBuffers( - device_context, start_slot, num_buffers, constant_buffers); -} -static INLINE void D3D11GetVShaderConstantBuffers( - D3D11DeviceContext device_context, - UINT start_slot, - UINT num_buffers, - D3D11Buffer* constant_buffers) -{ - device_context->lpVtbl->VSGetConstantBuffers( - device_context, start_slot, num_buffers, constant_buffers); -} static INLINE void D3D11GetPShaderResources( D3D11DeviceContext device_context, UINT start_slot, @@ -625,90 +406,11 @@ static INLINE void D3D11GetIndexBuffer( { device_context->lpVtbl->IAGetIndexBuffer(device_context, index_buffer, format, offset); } -static INLINE void D3D11GetGShaderConstantBuffers( - D3D11DeviceContext device_context, - UINT start_slot, - UINT num_buffers, - D3D11Buffer* constant_buffers) -{ - device_context->lpVtbl->GSGetConstantBuffers( - device_context, start_slot, num_buffers, constant_buffers); -} -static INLINE void D3D11GetGShader( - D3D11DeviceContext device_context, - D3D11GeometryShader* geometry_shader, - D3D11ClassInstance* class_instances, - UINT* num_class_instances) -{ - device_context->lpVtbl->GSGetShader( - device_context, geometry_shader, class_instances, num_class_instances); -} static INLINE void D3D11GetPrimitiveTopology(D3D11DeviceContext device_context, D3D11_PRIMITIVE_TOPOLOGY* topology) { device_context->lpVtbl->IAGetPrimitiveTopology(device_context, topology); } -static INLINE void D3D11GetVShaderResources( - D3D11DeviceContext device_context, - UINT start_slot, - UINT num_views, - D3D11ShaderResourceView* shader_resource_views) -{ - device_context->lpVtbl->VSGetShaderResources( - device_context, start_slot, num_views, shader_resource_views); -} -static INLINE void D3D11GetVShaderSamplers( - D3D11DeviceContext device_context, - UINT start_slot, - UINT num_samplers, - D3D11SamplerState* samplers) -{ - device_context->lpVtbl->VSGetSamplers(device_context, start_slot, num_samplers, samplers); -} -static INLINE void D3D11GetPredication( - D3D11DeviceContext device_context, D3D11Predicate* predicate, BOOL* predicate_value) -{ - device_context->lpVtbl->GetPredication(device_context, predicate, predicate_value); -} -static INLINE void D3D11GetGShaderResources( - D3D11DeviceContext device_context, - UINT start_slot, - UINT num_views, - D3D11ShaderResourceView* shader_resource_views) -{ - device_context->lpVtbl->GSGetShaderResources( - device_context, start_slot, num_views, shader_resource_views); -} -static INLINE void D3D11GetGShaderSamplers( - D3D11DeviceContext device_context, - UINT start_slot, - UINT num_samplers, - D3D11SamplerState* samplers) -{ - device_context->lpVtbl->GSGetSamplers(device_context, start_slot, num_samplers, samplers); -} -static INLINE void D3D11GetRenderTargets( - D3D11DeviceContext device_context, - UINT num_views, - D3D11RenderTargetView* render_target_views, - D3D11DepthStencilView* depth_stencil_view) -{ - device_context->lpVtbl->OMGetRenderTargets( - device_context, num_views, render_target_views, depth_stencil_view); -} -static INLINE void D3D11GetRenderTargetsAndUnorderedAccessViews( - D3D11DeviceContext device_context, - UINT num_rtvs, - D3D11RenderTargetView* render_target_views, - D3D11DepthStencilView* depth_stencil_view, - UINT uavstart_slot, - UINT num_uavs, - D3D11UnorderedAccessView* unordered_access_views) -{ - device_context->lpVtbl->OMGetRenderTargetsAndUnorderedAccessViews( - device_context, num_rtvs, render_target_views, depth_stencil_view, uavstart_slot, num_uavs, - unordered_access_views); -} static INLINE void D3D11GetDepthStencilState( D3D11DeviceContext device_context, @@ -717,26 +419,13 @@ static INLINE void D3D11GetDepthStencilState( { device_context->lpVtbl->OMGetDepthStencilState(device_context, depth_stencil_state, stencil_ref); } -static INLINE void -D3D11SOGetTargets(D3D11DeviceContext device_context, UINT num_buffers, D3D11Buffer* sotargets) -{ - device_context->lpVtbl->SOGetTargets(device_context, num_buffers, sotargets); -} + static INLINE void D3D11GetState(D3D11DeviceContext device_context, D3D11RasterizerState* rasterizer_state) { device_context->lpVtbl->RSGetState(device_context, rasterizer_state); } -static INLINE void -D3D11GetViewports(D3D11DeviceContext device_context, UINT* num_viewports, D3D11_VIEWPORT* viewports) -{ - device_context->lpVtbl->RSGetViewports(device_context, num_viewports, viewports); -} -static INLINE void -D3D11GetScissorRects(D3D11DeviceContext device_context, UINT* num_rects, D3D11_RECT* rects) -{ - device_context->lpVtbl->RSGetScissorRects(device_context, num_rects, rects); -} + static INLINE void D3D11HSGetShaderResources( D3D11DeviceContext device_context, UINT start_slot, @@ -772,85 +461,6 @@ static INLINE void D3D11HSGetConstantBuffers( device_context->lpVtbl->HSGetConstantBuffers( device_context, start_slot, num_buffers, constant_buffers); } -static INLINE void D3D11GetDShaderResources( - D3D11DeviceContext device_context, - UINT start_slot, - UINT num_views, - D3D11ShaderResourceView* shader_resource_views) -{ - device_context->lpVtbl->DSGetShaderResources( - device_context, start_slot, num_views, shader_resource_views); -} -static INLINE void D3D11GetDShader( - D3D11DeviceContext device_context, - D3D11DomainShader* domain_shader, - D3D11ClassInstance* class_instances, - UINT* num_class_instances) -{ - device_context->lpVtbl->DSGetShader( - device_context, domain_shader, class_instances, num_class_instances); -} -static INLINE void D3D11GetDShaderSamplers( - D3D11DeviceContext device_context, - UINT start_slot, - UINT num_samplers, - D3D11SamplerState* samplers) -{ - device_context->lpVtbl->DSGetSamplers(device_context, start_slot, num_samplers, samplers); -} -static INLINE void D3D11GetDShaderConstantBuffers( - D3D11DeviceContext device_context, - UINT start_slot, - UINT num_buffers, - D3D11Buffer* constant_buffers) -{ - device_context->lpVtbl->DSGetConstantBuffers( - device_context, start_slot, num_buffers, constant_buffers); -} -static INLINE void D3D11GetCShaderResources( - D3D11DeviceContext device_context, - UINT start_slot, - UINT num_views, - D3D11ShaderResourceView* shader_resource_views) -{ - device_context->lpVtbl->CSGetShaderResources( - device_context, start_slot, num_views, shader_resource_views); -} -static INLINE void D3D11GetCShaderUnorderedAccessViews( - D3D11DeviceContext device_context, - UINT start_slot, - UINT num_uavs, - D3D11UnorderedAccessView* unordered_access_views) -{ - device_context->lpVtbl->CSGetUnorderedAccessViews( - device_context, start_slot, num_uavs, unordered_access_views); -} -static INLINE void D3D11GetCShader( - D3D11DeviceContext device_context, - D3D11ComputeShader* compute_shader, - D3D11ClassInstance* class_instances, - UINT* num_class_instances) -{ - device_context->lpVtbl->CSGetShader( - device_context, compute_shader, class_instances, num_class_instances); -} -static INLINE void D3D11GetCShaderSamplers( - D3D11DeviceContext device_context, - UINT start_slot, - UINT num_samplers, - D3D11SamplerState* samplers) -{ - device_context->lpVtbl->CSGetSamplers(device_context, start_slot, num_samplers, samplers); -} -static INLINE void D3D11GetCShaderConstantBuffers( - D3D11DeviceContext device_context, - UINT start_slot, - UINT num_buffers, - D3D11Buffer* constant_buffers) -{ - device_context->lpVtbl->CSGetConstantBuffers( - device_context, start_slot, num_buffers, constant_buffers); -} static INLINE UINT D3D11GetDeviceContextContextFlags(D3D11DeviceContext device_context) { diff --git a/gfx/drivers/d3d11.c b/gfx/drivers/d3d11.c index 5b2b56a1c3..be189aa325 100644 --- a/gfx/drivers/d3d11.c +++ b/gfx/drivers/d3d11.c @@ -296,8 +296,10 @@ static void d3d11_render_overlay(d3d11_video_t *d3d11) for (i = 0; i < (unsigned)d3d11->overlays.count; i++) { - D3D11SetPShaderResources(d3d11->context, 0, 1, &d3d11->overlays.textures[i].view); - D3D11Draw(d3d11->context, 1, i); + d3d11->context->lpVtbl->PSSetShaderResources( + d3d11->context, 0, 1, + &d3d11->overlays.textures[i].view); + d3d11->context->lpVtbl->Draw(d3d11->context, 1, i); } } #endif @@ -2056,7 +2058,8 @@ uuidof(ID3D11Texture2D), (void**)&back_buffer); context->lpVtbl->Unmap(context, (D3D11Resource)buffer, 0); if (buffer_sem->stage_mask & SLANG_STAGE_VERTEX_MASK) - D3D11SetVShaderConstantBuffers(context, buffer_sem->binding, 1, &buffer); + context->lpVtbl->VSSetConstantBuffers(context, + buffer_sem->binding, 1, &buffer); if (buffer_sem->stage_mask & SLANG_STAGE_FRAGMENT_MASK) context->lpVtbl->PSSetConstantBuffers( @@ -2082,7 +2085,9 @@ uuidof(ID3D11Texture2D), (void**)&back_buffer); texture_sem++; } - D3D11SetPShaderResources(context, 0, SLANG_NUM_BINDINGS, textures); + context->lpVtbl->PSSetShaderResources( + context, 0, SLANG_NUM_BINDINGS, + textures); context->lpVtbl->PSSetSamplers( context, 0, SLANG_NUM_BINDINGS, samplers); } @@ -2097,7 +2102,7 @@ uuidof(ID3D11Texture2D), (void**)&back_buffer); &d3d11->pass[i].rt.rt_view, NULL); context->lpVtbl->RSSetViewports(context, 1, &d3d11->pass[i].viewport); - D3D11Draw(context, 4, 0); + context->lpVtbl->Draw(context, 4, 0); texture = &d3d11->pass[i].rt; } } @@ -2109,7 +2114,7 @@ uuidof(ID3D11Texture2D), (void**)&back_buffer); context->lpVtbl->OMSetRenderTargets(context, 1, &d3d11->back_buffer.rt_view, NULL); context->lpVtbl->ClearRenderTargetView(context, -d3d11->back_buffer.rt_view, d3d11->clearcolor); + d3d11->back_buffer.rt_view, d3d11->clearcolor); } else #endif @@ -2129,14 +2134,16 @@ d3d11->back_buffer.rt_view, d3d11->clearcolor); context->lpVtbl->PSSetShader(context, shader->ps, NULL, 0); context->lpVtbl->GSSetShader(context, shader->gs, NULL, 0); } - D3D11SetPShaderResources(context, 0, 1, &texture->view); + context->lpVtbl->PSSetShaderResources( + context, 0, 1, + &texture->view); context->lpVtbl->PSSetSamplers( context, 0, 1, &d3d11->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]); - D3D11SetVShaderConstantBuffers(context, 0, 1, &d3d11->frame.ubo); + context->lpVtbl->VSSetConstantBuffers(context, 0, 1, &d3d11->frame.ubo); } - D3D11Draw(context, 4, 0); + context->lpVtbl->Draw(context, 4, 0); context->lpVtbl->RSSetState(context, d3d11->scissor_enabled); d3d11->context->lpVtbl->RSSetScissorRects(d3d11->context, 1, &d3d11->scissor); context->lpVtbl->OMSetBlendState(context, d3d11->blend_enable, @@ -2161,15 +2168,17 @@ d3d11->back_buffer.rt_view, d3d11->clearcolor); d3d11->context->lpVtbl->IASetVertexBuffers( d3d11->context, 0, 1, &d3d11->menu.vbo, &stride, &offset); } - D3D11SetVShaderConstantBuffers(context, 0, 1, &d3d11->ubo); + context->lpVtbl->VSSetConstantBuffers(context, 0, 1, &d3d11->ubo); { d3d11_texture_t *texture = (d3d11_texture_t*)&d3d11->menu.texture; - D3D11SetPShaderResources(d3d11->context, 0, 1, &texture->view); + d3d11->context->lpVtbl->PSSetShaderResources( + d3d11->context, 0, 1, + &texture->view); d3d11->context->lpVtbl->PSSetSamplers( d3d11->context, 0, 1, (D3D11SamplerState*)&texture->sampler); } - D3D11Draw(context, 4, 0); + context->lpVtbl->Draw(context, 4, 0); } #endif @@ -2183,7 +2192,7 @@ d3d11->back_buffer.rt_view, d3d11->clearcolor); } context->lpVtbl->IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST); - D3D11SetVShaderConstantBuffers(context, 0, 1, &d3d11->ubo); + context->lpVtbl->VSSetConstantBuffers(context, 0, 1, &d3d11->ubo); context->lpVtbl->PSSetConstantBuffers( context, 0, 1, &d3d11->ubo); { @@ -2285,9 +2294,9 @@ d3d11->back_buffer.rt_view, d3d11->clearcolor); context->lpVtbl->PSSetShader(context, shader->ps, NULL, 0); context->lpVtbl->GSSetShader(context, shader->gs, NULL, 0); } - D3D11SetVShaderConstantBuffers(context, 0, 1, - &d3d11->hdr.ubo); - D3D11SetPShaderResources(context, 0, 1, + context->lpVtbl->VSSetConstantBuffers(context, 0, 1, &d3d11->hdr.ubo); + context->lpVtbl->PSSetShaderResources( + context, 0, 1, &d3d11->back_buffer.view); context->lpVtbl->PSSetSamplers( context, 0, 1, @@ -2307,9 +2316,10 @@ d3d11->back_buffer.rt_view, d3d11->clearcolor); context->lpVtbl->IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); - D3D11Draw(context, 4, 0); + context->lpVtbl->Draw(context, 4, 0); - D3D11SetPShaderResources(context, 0, 1, nullSRV); + context->lpVtbl->PSSetShaderResources( + context, 0, 1, nullSRV); context->lpVtbl->RSSetState(context, d3d11->scissor_enabled); d3d11->context->lpVtbl->OMSetBlendState(d3d11->context, d3d11->blend_enable, NULL, D3D11_DEFAULT_SAMPLE_MASK); diff --git a/gfx/drivers_display/gfx_display_d3d11.c b/gfx/drivers_display/gfx_display_d3d11.c index 78f0b79a05..b4709dd9eb 100644 --- a/gfx/drivers_display/gfx_display_d3d11.c +++ b/gfx/drivers_display/gfx_display_d3d11.c @@ -63,9 +63,10 @@ static void gfx_display_d3d11_draw(gfx_display_ctx_draw_t *draw, d3d11->context->lpVtbl->PSSetShader(d3d11->context, shader->ps, NULL, 0); d3d11->context->lpVtbl->GSSetShader(d3d11->context, shader->gs, NULL, 0); } - D3D11Draw(d3d11->context, draw->coords->vertices, 0); - d3d11->context->lpVtbl->OMSetBlendState(d3d11->context, d3d11->blend_enable, NULL, D3D11_DEFAULT_SAMPLE_MASK); + d3d11->context->lpVtbl->Draw(d3d11->context, draw->coords->vertices, 0); + d3d11->context->lpVtbl->OMSetBlendState(d3d11->context, d3d11->blend_enable, NULL, D3D11_DEFAULT_SAMPLE_MASK); + { d3d11_shader_t *shader = &d3d11->sprites.shader; d3d11->context->lpVtbl->IASetInputLayout(d3d11->context, shader->layout); @@ -177,7 +178,8 @@ static void gfx_display_d3d11_draw(gfx_display_ctx_draw_t *draw, d3d11->context, 0, 1, (D3D11SamplerState*)&texture->sampler); } - D3D11Draw(d3d11->context, vertex_count, d3d11->sprites.offset); + d3d11->context->lpVtbl->Draw(d3d11->context, vertex_count, + d3d11->sprites.offset); d3d11->sprites.offset += vertex_count; if (vertex_count > 1) diff --git a/gfx/drivers_font/d3d11_font.c b/gfx/drivers_font/d3d11_font.c index 0a59f9d24e..7cafe30a5c 100644 --- a/gfx/drivers_font/d3d11_font.c +++ b/gfx/drivers_font/d3d11_font.c @@ -224,7 +224,7 @@ static void d3d11_font_render_line( NULL, D3D11_DEFAULT_SAMPLE_MASK); d3d11->context->lpVtbl->PSSetShader(d3d11->context, d3d11->sprites.shader_font.ps, NULL, 0); - D3D11Draw(d3d11->context, count, d3d11->sprites.offset); + d3d11->context->lpVtbl->Draw(d3d11->context, count, d3d11->sprites.offset); d3d11->context->lpVtbl->PSSetShader(d3d11->context, d3d11->sprites.shader.ps, NULL, 0); d3d11->sprites.offset += count;