d3d10core: Implement d3d10_device_GSSetSamplers().
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@ -357,8 +357,19 @@ static void STDMETHODCALLTYPE d3d10_device_GSSetShaderResources(ID3D10Device *if
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static void STDMETHODCALLTYPE d3d10_device_GSSetSamplers(ID3D10Device *iface,
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static void STDMETHODCALLTYPE d3d10_device_GSSetSamplers(ID3D10Device *iface,
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UINT start_slot, UINT sampler_count, ID3D10SamplerState *const *samplers)
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UINT start_slot, UINT sampler_count, ID3D10SamplerState *const *samplers)
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{
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{
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FIXME("iface %p, start_slot %u, sampler_count %u, samplers %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, sampler_count %u, samplers %p.\n",
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iface, start_slot, sampler_count, samplers);
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iface, start_slot, sampler_count, samplers);
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for (i = 0; i < sampler_count; ++i)
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{
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struct d3d10_sampler_state *sampler = unsafe_impl_from_ID3D10SamplerState(samplers[i]);
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wined3d_device_set_gs_sampler(device->wined3d_device, start_slot + i,
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sampler ? sampler->wined3d_sampler : NULL);
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}
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}
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}
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static void STDMETHODCALLTYPE d3d10_device_OMSetRenderTargets(ID3D10Device *iface,
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static void STDMETHODCALLTYPE d3d10_device_OMSetRenderTargets(ID3D10Device *iface,
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@ -3267,6 +3267,27 @@ struct wined3d_buffer * CDECL wined3d_device_get_gs_cb(const struct wined3d_devi
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return device->stateBlock->state.gs_cb[idx];
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return device->stateBlock->state.gs_cb[idx];
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}
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}
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void CDECL wined3d_device_set_gs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
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{
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struct wined3d_sampler *prev;
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TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
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if (idx >= MAX_SAMPLER_OBJECTS)
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{
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WARN("Invalid sampler index %u.\n", idx);
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return;
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}
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prev = device->updateStateBlock->state.gs_sampler[idx];
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device->updateStateBlock->state.gs_sampler[idx] = sampler;
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if (sampler)
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wined3d_sampler_incref(sampler);
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if (prev)
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wined3d_sampler_decref(prev);
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}
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/* Context activation is done by the caller. */
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/* Context activation is done by the caller. */
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/* Do not call while under the GL lock. */
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/* Do not call while under the GL lock. */
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#define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
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#define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
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@ -555,6 +555,15 @@ void stateblock_unbind_resources(struct wined3d_stateblock *stateblock)
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}
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}
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}
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}
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for (i = 0; i < MAX_SAMPLER_OBJECTS; ++i)
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{
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if ((sampler = state->gs_sampler[i]))
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{
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state->gs_sampler[i] = NULL;
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wined3d_sampler_decref(sampler);
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}
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}
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if ((shader = state->pixel_shader))
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if ((shader = state->pixel_shader))
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{
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{
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state->pixel_shader = NULL;
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state->pixel_shader = NULL;
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@ -120,6 +120,7 @@
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@ cdecl wined3d_device_set_gamma_ramp(ptr long long ptr)
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@ cdecl wined3d_device_set_gamma_ramp(ptr long long ptr)
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@ cdecl wined3d_device_set_geometry_shader(ptr ptr)
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@ cdecl wined3d_device_set_geometry_shader(ptr ptr)
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@ cdecl wined3d_device_set_gs_cb(ptr long ptr)
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@ cdecl wined3d_device_set_gs_cb(ptr long ptr)
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@ cdecl wined3d_device_set_gs_sampler(ptr long ptr)
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@ cdecl wined3d_device_set_index_buffer(ptr ptr long)
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@ cdecl wined3d_device_set_index_buffer(ptr ptr long)
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@ cdecl wined3d_device_set_light(ptr long ptr)
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@ cdecl wined3d_device_set_light(ptr long ptr)
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@ cdecl wined3d_device_set_light_enable(ptr long long)
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@ cdecl wined3d_device_set_light_enable(ptr long long)
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@ -2315,6 +2315,7 @@ struct wined3d_state
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struct wined3d_shader *geometry_shader;
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struct wined3d_shader *geometry_shader;
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struct wined3d_buffer *gs_cb[MAX_CONSTANT_BUFFERS];
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struct wined3d_buffer *gs_cb[MAX_CONSTANT_BUFFERS];
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struct wined3d_sampler *gs_sampler[MAX_SAMPLER_OBJECTS];
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struct wined3d_shader *pixel_shader;
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struct wined3d_shader *pixel_shader;
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struct wined3d_buffer *ps_cb[MAX_CONSTANT_BUFFERS];
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struct wined3d_buffer *ps_cb[MAX_CONSTANT_BUFFERS];
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@ -2211,6 +2211,7 @@ void __cdecl wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
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UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp);
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UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp);
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void __cdecl wined3d_device_set_geometry_shader(struct wined3d_device *device, struct wined3d_shader *shader);
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void __cdecl wined3d_device_set_geometry_shader(struct wined3d_device *device, struct wined3d_shader *shader);
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void __cdecl wined3d_device_set_gs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer);
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void __cdecl wined3d_device_set_gs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer);
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void __cdecl wined3d_device_set_gs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler);
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void __cdecl wined3d_device_set_index_buffer(struct wined3d_device *device,
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void __cdecl wined3d_device_set_index_buffer(struct wined3d_device *device,
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struct wined3d_buffer *index_buffer, enum wined3d_format_id format_id);
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struct wined3d_buffer *index_buffer, enum wined3d_format_id format_id);
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HRESULT __cdecl wined3d_device_set_light(struct wined3d_device *device,
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HRESULT __cdecl wined3d_device_set_light(struct wined3d_device *device,
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