d3d10core: Implement d3d10_device_VSGetShaderResources().
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@ -881,8 +881,27 @@ static void STDMETHODCALLTYPE d3d10_device_IAGetPrimitiveTopology(ID3D10Device1
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static void STDMETHODCALLTYPE d3d10_device_VSGetShaderResources(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_vs_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_VSGetSamplers(ID3D10Device1 *iface,
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@ -2172,6 +2172,20 @@ void CDECL wined3d_device_set_vs_resource_view(struct wined3d_device *device,
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wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_VERTEX, idx, view);
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}
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struct wined3d_shader_resource_view * CDECL wined3d_device_get_vs_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_VERTEX][idx];
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}
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static void wined3d_device_set_sampler(struct wined3d_device *device,
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enum wined3d_shader_type type, UINT idx, struct wined3d_sampler *sampler)
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{
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@ -183,6 +183,13 @@ ULONG CDECL wined3d_shader_resource_view_decref(struct wined3d_shader_resource_v
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return refcount;
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}
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void * CDECL wined3d_shader_resource_view_get_parent(const struct wined3d_shader_resource_view *view)
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{
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TRACE("view %p.\n", view);
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return view->parent;
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}
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HRESULT CDECL wined3d_shader_resource_view_create(void *parent, const struct wined3d_parent_ops *parent_ops,
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struct wined3d_shader_resource_view **view)
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{
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@ -94,6 +94,7 @@
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@ cdecl wined3d_device_get_vs_consts_b(ptr long ptr long)
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@ cdecl wined3d_device_get_vs_consts_f(ptr long ptr long)
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@ cdecl wined3d_device_get_vs_consts_i(ptr long ptr long)
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@ cdecl wined3d_device_get_vs_resource_view(ptr long)
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@ cdecl wined3d_device_get_vs_sampler(ptr long)
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@ cdecl wined3d_device_incref(ptr)
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@ cdecl wined3d_device_init_3d(ptr ptr)
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@ -202,6 +203,7 @@
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@ cdecl wined3d_shader_resource_view_create(ptr ptr ptr)
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@ cdecl wined3d_shader_resource_view_decref(ptr)
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@ cdecl wined3d_shader_resource_view_get_parent(ptr)
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@ cdecl wined3d_shader_resource_view_incref(ptr)
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@ cdecl wined3d_stateblock_apply(ptr)
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@ -2184,6 +2184,8 @@ HRESULT __cdecl wined3d_device_get_vs_consts_f(const struct wined3d_device *devi
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UINT start_register, float *constants, UINT vector4f_count);
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HRESULT __cdecl wined3d_device_get_vs_consts_i(const struct wined3d_device *device,
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UINT start_register, int *constants, UINT vector4i_count);
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struct wined3d_shader_resource_view * __cdecl wined3d_device_get_vs_resource_view(const struct wined3d_device *device,
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UINT idx);
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struct wined3d_sampler * __cdecl wined3d_device_get_vs_sampler(const struct wined3d_device *device, UINT idx);
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ULONG __cdecl wined3d_device_incref(struct wined3d_device *device);
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HRESULT __cdecl wined3d_device_init_3d(struct wined3d_device *device, struct wined3d_swapchain_desc *swapchain_desc);
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@ -2415,6 +2417,7 @@ HRESULT __cdecl wined3d_shader_set_local_constants_float(struct wined3d_shader *
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HRESULT __cdecl wined3d_shader_resource_view_create(void *parent, const struct wined3d_parent_ops *parent_ops,
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struct wined3d_shader_resource_view **view);
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ULONG __cdecl wined3d_shader_resource_view_decref(struct wined3d_shader_resource_view *view);
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void * __cdecl wined3d_shader_resource_view_get_parent(const struct wined3d_shader_resource_view *view);
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ULONG __cdecl wined3d_shader_resource_view_incref(struct wined3d_shader_resource_view *view);
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void __cdecl wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock);
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