wined3d: Introduce wined3d_device_context_get_sampler().

Signed-off-by: Zebediah Figura <z.figura12@gmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Zebediah Figura 2021-04-17 18:39:34 -05:00 committed by Alexandre Julliard
parent 455bd2ffac
commit 0a2ea1cadc
3 changed files with 17 additions and 0 deletions

View File

@ -2514,6 +2514,20 @@ void CDECL wined3d_device_set_vs_sampler(struct wined3d_device *device, UINT idx
wined3d_device_context_set_sampler(&device->cs->c, WINED3D_SHADER_TYPE_VERTEX, idx, sampler);
}
struct wined3d_sampler * CDECL wined3d_device_context_get_sampler(const struct wined3d_device_context *context,
enum wined3d_shader_type shader_type, unsigned int idx)
{
TRACE("context %p, shader_type %#x, idx %u.\n", context, shader_type, idx);
if (idx >= MAX_SAMPLER_OBJECTS)
{
WARN("Invalid sampler index %u.\n", idx);
return NULL;
}
return context->state->sampler[shader_type][idx];
}
static struct wined3d_sampler *wined3d_device_get_sampler(const struct wined3d_device *device,
enum wined3d_shader_type shader_type, unsigned int idx)
{

View File

@ -169,6 +169,7 @@
@ cdecl wined3d_device_context_get_constant_buffer(ptr long long)
@ cdecl wined3d_device_context_get_depth_stencil_state(ptr ptr)
@ cdecl wined3d_device_context_get_rasterizer_state(ptr)
@ cdecl wined3d_device_context_get_sampler(ptr long long)
@ cdecl wined3d_device_context_get_scissor_rects(ptr ptr ptr)
@ cdecl wined3d_device_context_get_shader(ptr long)
@ cdecl wined3d_device_context_get_shader_resource_view(ptr long long)

View File

@ -2564,6 +2564,8 @@ struct wined3d_depth_stencil_state * __cdecl wined3d_device_context_get_depth_st
const struct wined3d_device_context *context, unsigned int *stencil_ref);
struct wined3d_rasterizer_state * __cdecl wined3d_device_context_get_rasterizer_state(
struct wined3d_device_context *context);
struct wined3d_sampler * __cdecl wined3d_device_context_get_sampler(const struct wined3d_device_context *context,
enum wined3d_shader_type shader_type, unsigned int idx);
void __cdecl wined3d_device_context_get_scissor_rects(const struct wined3d_device_context *context,
unsigned int *rect_count, RECT *rects);
struct wined3d_shader * __cdecl wined3d_device_context_get_shader(const struct wined3d_device_context *context,