d3d11: Implement d3d11_immediate_context_VSGetShader().
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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@ -1066,8 +1066,28 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_PSGetSamplers(ID3D11Device
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static void STDMETHODCALLTYPE d3d11_immediate_context_VSGetShader(ID3D11DeviceContext *iface,
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ID3D11VertexShader **shader, ID3D11ClassInstance **class_instances, UINT *class_instance_count)
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{
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FIXME("iface %p, shader %p, class_instances %p, class_instance_count %p stub!\n",
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struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface);
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struct d3d_vertex_shader *shader_impl;
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struct wined3d_shader *wined3d_shader;
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TRACE("iface %p, shader %p, class_instances %p, class_instance_count %p.\n",
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iface, shader, class_instances, class_instance_count);
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if (class_instances || class_instance_count)
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FIXME("Dynamic linking not implemented yet.\n");
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wined3d_mutex_lock();
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if (!(wined3d_shader = wined3d_device_get_vertex_shader(device->wined3d_device)))
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{
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wined3d_mutex_unlock();
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*shader = NULL;
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return;
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}
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shader_impl = wined3d_shader_get_parent(wined3d_shader);
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wined3d_mutex_unlock();
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*shader = &shader_impl->ID3D11VertexShader_iface;
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ID3D11VertexShader_AddRef(*shader);
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}
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static void STDMETHODCALLTYPE d3d11_immediate_context_PSGetConstantBuffers(ID3D11DeviceContext *iface,
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