d3d10core: Implement d3d10_device_RSSetViewports().
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@ -348,7 +348,25 @@ static void STDMETHODCALLTYPE d3d10_device_RSSetState(ID3D10Device *iface, ID3D1
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static void STDMETHODCALLTYPE d3d10_device_RSSetViewports(ID3D10Device *iface,
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UINT viewport_count, const D3D10_VIEWPORT *viewports)
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{
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FIXME("iface %p, viewport_count %u, viewports %p stub!\n", iface, viewport_count, viewports);
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struct d3d10_device *device = impl_from_ID3D10Device(iface);
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struct wined3d_viewport wined3d_vp;
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TRACE("iface %p, viewport_count %u, viewports %p.\n", iface, viewport_count, viewports);
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if (viewport_count > 1)
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FIXME("Multiple viewports not implemented.\n");
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if (!viewport_count)
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return;
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wined3d_vp.x = viewports[0].TopLeftX;
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wined3d_vp.y = viewports[0].TopLeftY;
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wined3d_vp.width = viewports[0].Width;
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wined3d_vp.height = viewports[0].Height;
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wined3d_vp.min_z = viewports[0].MinDepth;
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wined3d_vp.max_z = viewports[0].MaxDepth;
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wined3d_device_set_viewport(device->wined3d_device, &wined3d_vp);
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}
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static void STDMETHODCALLTYPE d3d10_device_RSSetScissorRects(ID3D10Device *iface,
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