d3d10core: Implement d3d10_device_PSSetShaderResources().
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@ -143,8 +143,19 @@ static void STDMETHODCALLTYPE d3d10_device_VSSetConstantBuffers(ID3D10Device1 *i
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static void STDMETHODCALLTYPE d3d10_device_PSSetShaderResources(ID3D10Device1 *iface,
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UINT start_slot, UINT view_count, ID3D10ShaderResourceView *const *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 d3d10_shader_resource_view *view = unsafe_impl_from_ID3D10ShaderResourceView(views[i]);
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wined3d_device_set_ps_resource_view(device->wined3d_device, start_slot + i,
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view ? view->wined3d_view : NULL);
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}
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}
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static void STDMETHODCALLTYPE d3d10_device_PSSetShader(ID3D10Device1 *iface,
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@ -2432,6 +2432,14 @@ struct wined3d_buffer * CDECL wined3d_device_get_ps_cb(const struct wined3d_devi
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return device->state.cb[WINED3D_SHADER_TYPE_PIXEL][idx];
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}
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void CDECL wined3d_device_set_ps_resource_view(struct wined3d_device *device,
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UINT idx, struct wined3d_shader_resource_view *view)
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{
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TRACE("device %p, idx %u, view %p.\n", device, idx, view);
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wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_PIXEL, idx, view);
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}
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void CDECL wined3d_device_set_ps_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
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{
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TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
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@ -130,6 +130,7 @@
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@ cdecl wined3d_device_set_ps_consts_b(ptr long ptr long)
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@ cdecl wined3d_device_set_ps_consts_f(ptr long ptr long)
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@ cdecl wined3d_device_set_ps_consts_i(ptr long ptr long)
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@ cdecl wined3d_device_set_ps_resource_view(ptr long ptr)
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@ cdecl wined3d_device_set_ps_sampler(ptr long ptr)
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@ cdecl wined3d_device_set_render_state(ptr long long)
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@ cdecl wined3d_device_set_rendertarget_view(ptr long ptr long)
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@ -2241,6 +2241,8 @@ HRESULT __cdecl wined3d_device_set_ps_consts_f(struct wined3d_device *device,
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UINT start_register, const float *constants, UINT vector4f_count);
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HRESULT __cdecl wined3d_device_set_ps_consts_i(struct wined3d_device *device,
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UINT start_register, const int *constants, UINT vector4i_count);
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void __cdecl wined3d_device_set_ps_resource_view(struct wined3d_device *device,
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UINT idx, struct wined3d_shader_resource_view *view);
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void __cdecl wined3d_device_set_ps_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler);
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void __cdecl wined3d_device_set_render_state(struct wined3d_device *device,
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enum wined3d_render_state state, DWORD value);
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