d3d11: Implement d3d10_device_ClearDepthStencilView().
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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@ -3324,8 +3324,21 @@ static void STDMETHODCALLTYPE d3d10_device_ClearRenderTargetView(ID3D10Device1 *
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static void STDMETHODCALLTYPE d3d10_device_ClearDepthStencilView(ID3D10Device1 *iface,
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ID3D10DepthStencilView *depth_stencil_view, UINT flags, FLOAT depth, UINT8 stencil)
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{
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FIXME("iface %p, depth_stencil_view %p, flags %#x, depth %f, stencil %u stub!\n",
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struct d3d_device *device = impl_from_ID3D10Device(iface);
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struct d3d_depthstencil_view *view = unsafe_impl_from_ID3D10DepthStencilView(depth_stencil_view);
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DWORD wined3d_flags;
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HRESULT hr;
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TRACE("iface %p, depth_stencil_view %p, flags %#x, depth %.8e, stencil %u.\n",
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iface, depth_stencil_view, flags, depth, stencil);
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wined3d_flags = wined3d_clear_flags_from_d3d11_clear_flags(flags);
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wined3d_mutex_lock();
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if (FAILED(hr = wined3d_device_clear_rendertarget_view(device->wined3d_device, view->wined3d_view, NULL,
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wined3d_flags, NULL, depth, stencil)))
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ERR("Failed to clear view, hr %#x.\n", hr);
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wined3d_mutex_unlock();
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}
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static void STDMETHODCALLTYPE d3d10_device_GenerateMips(ID3D10Device1 *iface,
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