d3d11: Partially implement OMSetRenderTargetsAndUnorderedAccessViews().

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 2016-04-08 13:26:35 +02:00 committed by Alexandre Julliard
parent d8ebf2efed
commit 6d05587baf
1 changed files with 7 additions and 1 deletions

View File

@ -602,10 +602,16 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetRenderTargetsAndUnord
{
FIXME("iface %p, render_target_view_count %u, render_target_views %p, depth_stencil_view %p, "
"unordered_access_view_start_slot %u, unordered_access_view_count %u, unordered_access_views %p, "
"initial_counts %p stub!\n",
"initial_counts %p partial-stub!\n",
iface, render_target_view_count, render_target_views, depth_stencil_view,
unordered_access_view_start_slot, unordered_access_view_count, unordered_access_views,
initial_counts);
if (render_target_view_count != D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL)
{
d3d11_immediate_context_OMSetRenderTargets(iface, render_target_view_count, render_target_views,
depth_stencil_view);
}
}
static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetBlendState(ID3D11DeviceContext *iface,