d3d10core: Implement d3d10_device_GSGetShaderResources().
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@ -950,8 +950,27 @@ static void STDMETHODCALLTYPE d3d10_device_GetPredication(ID3D10Device1 *iface,
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static void STDMETHODCALLTYPE d3d10_device_GSGetShaderResources(ID3D10Device1 *iface,
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UINT start_slot, UINT view_count, ID3D10ShaderResourceView **views)
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{
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FIXME("iface %p, start_slot %u, view_count %u, views %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, view_count %u, views %p.\n",
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iface, start_slot, view_count, views);
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for (i = 0; i < view_count; ++i)
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{
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struct wined3d_shader_resource_view *wined3d_view;
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struct d3d10_shader_resource_view *view_impl;
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if (!(wined3d_view = wined3d_device_get_gs_resource_view(device->wined3d_device, start_slot + i)))
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{
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views[i] = NULL;
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continue;
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}
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view_impl = wined3d_shader_resource_view_get_parent(wined3d_view);
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views[i] = &view_impl->ID3D10ShaderResourceView_iface;
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ID3D10ShaderResourceView_AddRef(views[i]);
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}
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}
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static void STDMETHODCALLTYPE d3d10_device_GSGetSamplers(ID3D10Device1 *iface,
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@ -2647,6 +2647,20 @@ void CDECL wined3d_device_set_gs_resource_view(struct wined3d_device *device,
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wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, view);
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}
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struct wined3d_shader_resource_view * CDECL wined3d_device_get_gs_resource_view(const struct wined3d_device *device,
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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_SHADER_RESOURCE_VIEWS)
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{
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WARN("Invalid view index %u.\n", idx);
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return NULL;
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}
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return device->state.shader_resource_view[WINED3D_SHADER_TYPE_GEOMETRY][idx];
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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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TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
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@ -59,6 +59,7 @@
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@ cdecl wined3d_device_get_gamma_ramp(ptr long ptr)
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@ cdecl wined3d_device_get_geometry_shader(ptr)
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@ cdecl wined3d_device_get_gs_cb(ptr long)
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@ cdecl wined3d_device_get_gs_resource_view(ptr long)
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@ cdecl wined3d_device_get_gs_sampler(ptr long)
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@ cdecl wined3d_device_get_index_buffer(ptr ptr)
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@ cdecl wined3d_device_get_light(ptr long ptr)
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@ -2131,6 +2131,8 @@ void __cdecl wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
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UINT swapchain_idx, struct wined3d_gamma_ramp *ramp);
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struct wined3d_shader * __cdecl wined3d_device_get_geometry_shader(const struct wined3d_device *device);
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struct wined3d_buffer * __cdecl wined3d_device_get_gs_cb(const struct wined3d_device *device, UINT idx);
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struct wined3d_shader_resource_view * __cdecl wined3d_device_get_gs_resource_view(const struct wined3d_device *device,
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UINT idx);
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struct wined3d_sampler * __cdecl wined3d_device_get_gs_sampler(const struct wined3d_device *device, UINT idx);
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struct wined3d_buffer * __cdecl wined3d_device_get_index_buffer(const struct wined3d_device *device,
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enum wined3d_format_id *format);
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