diff options
Diffstat (limited to 'Source/Core/VideoBackends/D3D/Render.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/Render.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp index 455d34ea57..da3ca92050 100644 --- a/Source/Core/VideoBackends/D3D/Render.cpp +++ b/Source/Core/VideoBackends/D3D/Render.cpp @@ -356,7 +356,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) // depth buffers can only be completely CopySubresourceRegion'ed, so we're using drawShadedTexQuad instead D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, 1.f, 1.f); D3D::context->RSSetViewports(1, &vp); - D3D::stateman->setPixelConstants(0, access_efb_cbuf); + D3D::stateman->SetPixelConstants(0, access_efb_cbuf); D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBDepthReadTexture()->GetRTV(), nullptr); D3D::SetPointCopySampler(); D3D::drawShadedTexQuad(FramebufferManager::GetEFBDepthTexture()->GetSRV(), @@ -1010,7 +1010,7 @@ void Renderer::ApplyState(bool bUseDstAlpha) { // TODO: cache SamplerState directly, not d3d object gx_state.sampler[stage].max_anisotropy = g_ActiveConfig.iMaxAnisotropy; - D3D::stateman->setSampler(stage, gx_state_cache.Get(gx_state.sampler[stage])); + D3D::stateman->SetSampler(stage, gx_state_cache.Get(gx_state.sampler[stage])); } if (bUseDstAlpha) @@ -1023,11 +1023,11 @@ void Renderer::ApplyState(bool bUseDstAlpha) ID3D11Buffer* vertexConstants = VertexShaderCache::GetConstantBuffer(); ID3D11Buffer* pixelConstants = PixelShaderCache::GetConstantBuffer(); - D3D::stateman->setPixelConstants(pixelConstants, g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr); - D3D::stateman->setVertexConstants(vertexConstants); + D3D::stateman->SetPixelConstants(pixelConstants, g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr); + D3D::stateman->SetVertexConstants(vertexConstants); - D3D::stateman->setPixelShader(PixelShaderCache::GetActiveShader()); - D3D::stateman->setVertexShader(VertexShaderCache::GetActiveShader()); + D3D::stateman->SetPixelShader(PixelShaderCache::GetActiveShader()); + D3D::stateman->SetVertexShader(VertexShaderCache::GetActiveShader()); } void Renderer::RestoreState() |
