d3d11: Implement d3d11_immediate_context_VSSetShaderResources().
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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@ -423,7 +423,20 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_IASetPrimitiveTopology(ID3
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static void STDMETHODCALLTYPE d3d11_immediate_context_VSSetShaderResources(ID3D11DeviceContext *iface,
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static void STDMETHODCALLTYPE d3d11_immediate_context_VSSetShaderResources(ID3D11DeviceContext *iface,
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UINT start_slot, UINT view_count, ID3D11ShaderResourceView *const *views)
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UINT start_slot, UINT view_count, ID3D11ShaderResourceView *const *views)
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{
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{
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FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n", iface, start_slot, view_count, views);
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struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface);
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unsigned int i;
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TRACE("iface %p, start_slot %u, view_count %u, views %p.\n", iface, start_slot, view_count, views);
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wined3d_mutex_lock();
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for (i = 0; i < view_count; ++i)
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{
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struct d3d_shader_resource_view *view = unsafe_impl_from_ID3D11ShaderResourceView(views[i]);
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wined3d_device_set_vs_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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wined3d_mutex_unlock();
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}
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}
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static void STDMETHODCALLTYPE d3d11_immediate_context_VSSetSamplers(ID3D11DeviceContext *iface,
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static void STDMETHODCALLTYPE d3d11_immediate_context_VSSetSamplers(ID3D11DeviceContext *iface,
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