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path: root/Source/Core/VideoBackends/D3D/Render.cpp
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Diffstat (limited to 'Source/Core/VideoBackends/D3D/Render.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/Render.cpp12
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()