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