d3d11: Implement d3d11_immediate_context_GSSetShader().
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -257,6 +257,7 @@ struct d3d_geometry_shader
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HRESULT d3d_geometry_shader_create(struct d3d_device *device, const void *byte_code, SIZE_T byte_code_length,
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HRESULT d3d_geometry_shader_create(struct d3d_device *device, const void *byte_code, SIZE_T byte_code_length,
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struct d3d_geometry_shader **shader) DECLSPEC_HIDDEN;
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struct d3d_geometry_shader **shader) DECLSPEC_HIDDEN;
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struct d3d_geometry_shader *unsafe_impl_from_ID3D11GeometryShader(ID3D11GeometryShader *iface) DECLSPEC_HIDDEN;
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struct d3d_geometry_shader *unsafe_impl_from_ID3D10GeometryShader(ID3D10GeometryShader *iface) DECLSPEC_HIDDEN;
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struct d3d_geometry_shader *unsafe_impl_from_ID3D10GeometryShader(ID3D10GeometryShader *iface) DECLSPEC_HIDDEN;
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/* ID3D11PixelShader, ID3D10PixelShader */
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/* ID3D11PixelShader, ID3D10PixelShader */
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@ -284,8 +284,18 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_GSSetConstantBuffers(ID3D1
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static void STDMETHODCALLTYPE d3d11_immediate_context_GSSetShader(ID3D11DeviceContext *iface,
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static void STDMETHODCALLTYPE d3d11_immediate_context_GSSetShader(ID3D11DeviceContext *iface,
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ID3D11GeometryShader *shader, ID3D11ClassInstance *const *class_instances, UINT class_instance_count)
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ID3D11GeometryShader *shader, ID3D11ClassInstance *const *class_instances, UINT class_instance_count)
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{
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{
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FIXME("iface %p, shader %p, class_instances %p, class_instance_count %u stub!\n",
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struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface);
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struct d3d_geometry_shader *gs = unsafe_impl_from_ID3D11GeometryShader(shader);
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TRACE("iface %p, shader %p, class_instances %p, class_instance_count %u.\n",
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iface, shader, class_instances, class_instance_count);
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iface, shader, class_instances, class_instance_count);
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if (class_instances)
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FIXME("Dynamic linking is not implemented yet.\n");
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wined3d_mutex_lock();
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wined3d_device_set_geometry_shader(device->wined3d_device, gs ? gs->wined3d_shader : NULL);
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wined3d_mutex_unlock();
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}
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}
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static void STDMETHODCALLTYPE d3d11_immediate_context_IASetPrimitiveTopology(ID3D11DeviceContext *iface,
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static void STDMETHODCALLTYPE d3d11_immediate_context_IASetPrimitiveTopology(ID3D11DeviceContext *iface,
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@ -749,6 +749,15 @@ HRESULT d3d_geometry_shader_create(struct d3d_device *device, const void *byte_c
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return S_OK;
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return S_OK;
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}
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}
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struct d3d_geometry_shader *unsafe_impl_from_ID3D11GeometryShader(ID3D11GeometryShader *iface)
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{
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if (!iface)
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return NULL;
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assert(iface->lpVtbl == &d3d11_geometry_shader_vtbl);
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return impl_from_ID3D11GeometryShader(iface);
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}
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struct d3d_geometry_shader *unsafe_impl_from_ID3D10GeometryShader(ID3D10GeometryShader *iface)
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struct d3d_geometry_shader *unsafe_impl_from_ID3D10GeometryShader(ID3D10GeometryShader *iface)
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{
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{
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if (!iface)
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if (!iface)
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