d3d10: Implement d3d10_effect_shader_variable_GetPixelShader().

This commit is contained in:
Henri Verbeet 2012-09-23 22:14:46 +02:00 committed by Alexandre Julliard
parent 90df33f0b3
commit 1dcc63c170
1 changed files with 18 additions and 2 deletions

View File

@ -5665,9 +5665,25 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetGeometryShader(
static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetPixelShader(
ID3D10EffectShaderVariable *iface, UINT index, ID3D10PixelShader **shader)
{
FIXME("iface %p, index %u, shader %p stub!\n", iface, index, shader);
struct d3d10_effect_variable *v = impl_from_ID3D10EffectVariable((ID3D10EffectVariable *)iface);
struct d3d10_effect_shader_variable *s;
return E_NOTIMPL;
TRACE("iface %p, index %u, shader %p.\n", iface, index, shader);
if (v->type->element_count)
v = impl_from_ID3D10EffectVariable(iface->lpVtbl->GetElement(iface, index));
if (v->type->basetype != D3D10_SVT_PIXELSHADER)
{
WARN("Shader is not a pixel shader.\n");
return E_FAIL;
}
s = v->data;
if ((*shader = s->shader.ps))
ID3D10PixelShader_AddRef(*shader);
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetInputSignatureElementDesc(