d3d10core: Implement d3d10_device_VSGetConstantBuffers().
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@ -500,8 +500,27 @@ static void STDMETHODCALLTYPE d3d10_device_ResolveSubresource(ID3D10Device *ifac
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static void STDMETHODCALLTYPE d3d10_device_VSGetConstantBuffers(ID3D10Device *iface,
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UINT start_slot, UINT buffer_count, ID3D10Buffer **buffers)
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{
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FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n",
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struct d3d10_device *device = impl_from_ID3D10Device(iface);
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unsigned int i;
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TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n",
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iface, start_slot, buffer_count, buffers);
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for (i = 0; i < buffer_count; ++i)
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{
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struct wined3d_buffer *wined3d_buffer;
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struct d3d10_buffer *buffer_impl;
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if (!(wined3d_buffer = wined3d_device_get_vs_cb(device->wined3d_device, start_slot + i)))
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{
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buffers[i] = NULL;
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continue;
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}
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buffer_impl = wined3d_buffer_get_parent(wined3d_buffer);
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buffers[i] = &buffer_impl->ID3D10Buffer_iface;
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ID3D10Buffer_AddRef(buffers[i]);
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}
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}
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static void STDMETHODCALLTYPE d3d10_device_PSGetShaderResources(ID3D10Device *iface,
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@ -2571,6 +2571,19 @@ void CDECL wined3d_device_set_vs_cb(struct wined3d_device *device, UINT idx, str
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}
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}
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struct wined3d_buffer * CDECL wined3d_device_get_vs_cb(const struct wined3d_device *device, UINT idx)
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{
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TRACE("device %p, idx %u.\n", device, idx);
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if (idx >= MAX_CONSTANT_BUFFERS)
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{
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WARN("Invalid constant buffer index %u.\n", idx);
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return NULL;
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}
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return device->stateBlock->state.vs_cb[idx];
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}
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HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
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UINT start_register, const BOOL *constants, UINT bool_count)
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{
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@ -94,6 +94,7 @@
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@ cdecl wined3d_device_get_vertex_declaration(ptr)
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@ cdecl wined3d_device_get_vertex_shader(ptr)
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@ cdecl wined3d_device_get_viewport(ptr ptr)
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@ cdecl wined3d_device_get_vs_cb(ptr long)
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@ cdecl wined3d_device_get_vs_consts_b(ptr long ptr long)
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@ cdecl wined3d_device_get_vs_consts_f(ptr long ptr long)
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@ cdecl wined3d_device_get_vs_consts_i(ptr long ptr long)
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@ -2170,6 +2170,7 @@ void __cdecl wined3d_device_get_transform(const struct wined3d_device *device,
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struct wined3d_vertex_declaration * __cdecl wined3d_device_get_vertex_declaration(const struct wined3d_device *device);
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struct wined3d_shader * __cdecl wined3d_device_get_vertex_shader(const struct wined3d_device *device);
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void __cdecl wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport);
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struct wined3d_buffer * __cdecl wined3d_device_get_vs_cb(const struct wined3d_device *device, UINT idx);
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HRESULT __cdecl wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
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UINT start_register, BOOL *constants, UINT bool_count);
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HRESULT __cdecl wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
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