d3d11: Implement d3d11_immediate_context_GSSetConstantBuffers().
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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@ -361,8 +361,21 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_DrawInstanced(ID3D11Device
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static void STDMETHODCALLTYPE d3d11_immediate_context_GSSetConstantBuffers(ID3D11DeviceContext *iface,
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static void STDMETHODCALLTYPE d3d11_immediate_context_GSSetConstantBuffers(ID3D11DeviceContext *iface,
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UINT start_slot, UINT buffer_count, ID3D11Buffer *const *buffers)
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UINT start_slot, UINT buffer_count, ID3D11Buffer *const *buffers)
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{
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{
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FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n",
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struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface);
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unsigned int i;
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TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n",
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iface, start_slot, buffer_count, buffers);
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iface, start_slot, buffer_count, buffers);
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wined3d_mutex_lock();
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for (i = 0; i < buffer_count; ++i)
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{
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struct d3d_buffer *buffer = unsafe_impl_from_ID3D11Buffer(buffers[i]);
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wined3d_device_set_gs_cb(device->wined3d_device, start_slot + i,
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buffer ? buffer->wined3d_buffer : NULL);
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}
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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_GSSetShader(ID3D11DeviceContext *iface,
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static void STDMETHODCALLTYPE d3d11_immediate_context_GSSetShader(ID3D11DeviceContext *iface,
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