d3d11: Implement d3d11_immediate_context_HSSetShader().

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2017-04-20 11:04:14 +02:00 committed by Alexandre Julliard
parent 94c11d23d1
commit 595a5de390
3 changed files with 21 additions and 1 deletions

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@ -293,6 +293,7 @@ struct d3d11_hull_shader
HRESULT d3d11_hull_shader_create(struct d3d_device *device, const void *byte_code, SIZE_T byte_code_length, HRESULT d3d11_hull_shader_create(struct d3d_device *device, const void *byte_code, SIZE_T byte_code_length,
struct d3d11_hull_shader **shader) DECLSPEC_HIDDEN; struct d3d11_hull_shader **shader) DECLSPEC_HIDDEN;
struct d3d11_hull_shader *unsafe_impl_from_ID3D11HullShader(ID3D11HullShader *iface) DECLSPEC_HIDDEN;
/* ID3D11DomainShader */ /* ID3D11DomainShader */
struct d3d11_domain_shader struct d3d11_domain_shader

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@ -1135,8 +1135,18 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_HSSetShaderResources(ID3D1
static void STDMETHODCALLTYPE d3d11_immediate_context_HSSetShader(ID3D11DeviceContext *iface, static void STDMETHODCALLTYPE d3d11_immediate_context_HSSetShader(ID3D11DeviceContext *iface,
ID3D11HullShader *shader, ID3D11ClassInstance *const *class_instances, UINT class_instance_count) ID3D11HullShader *shader, ID3D11ClassInstance *const *class_instances, UINT class_instance_count)
{ {
FIXME("iface %p, shader %p, class_instances %p, class_instance_count %u stub!\n", struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface);
struct d3d11_hull_shader *hs = unsafe_impl_from_ID3D11HullShader(shader);
TRACE("iface %p, shader %p, class_instances %p, class_instance_count %u.\n",
iface, shader, class_instances, class_instance_count); iface, shader, class_instances, class_instance_count);
if (class_instances)
FIXME("Dynamic linking is not implemented yet.\n");
wined3d_mutex_lock();
wined3d_device_set_hull_shader(device->wined3d_device, hs ? hs->wined3d_shader : NULL);
wined3d_mutex_unlock();
} }
static void STDMETHODCALLTYPE d3d11_immediate_context_HSSetSamplers(ID3D11DeviceContext *iface, static void STDMETHODCALLTYPE d3d11_immediate_context_HSSetSamplers(ID3D11DeviceContext *iface,

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@ -788,6 +788,15 @@ HRESULT d3d11_hull_shader_create(struct d3d_device *device, const void *byte_cod
return S_OK; return S_OK;
} }
struct d3d11_hull_shader *unsafe_impl_from_ID3D11HullShader(ID3D11HullShader *iface)
{
if (!iface)
return NULL;
assert(iface->lpVtbl == &d3d11_hull_shader_vtbl);
return impl_from_ID3D11HullShader(iface);
}
/* ID3D11DomainShader methods */ /* ID3D11DomainShader methods */
static inline struct d3d11_domain_shader *impl_from_ID3D11DomainShader(ID3D11DomainShader *iface) static inline struct d3d11_domain_shader *impl_from_ID3D11DomainShader(ID3D11DomainShader *iface)