d3d11: Implement d3d11_immediate_context_OMGetRenderTargetsAndUnorderedAccessViews().
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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@ -1882,11 +1882,39 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMGetRenderTargetsAndUnord
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UINT unordered_access_view_start_slot, UINT unordered_access_view_count,
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UINT unordered_access_view_start_slot, UINT unordered_access_view_count,
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ID3D11UnorderedAccessView **unordered_access_views)
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ID3D11UnorderedAccessView **unordered_access_views)
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{
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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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struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface);
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struct wined3d_unordered_access_view *wined3d_view;
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struct d3d11_unordered_access_view *view_impl;
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unsigned int i;
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TRACE("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, "
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"unordered_access_view_start_slot %u, unordered_access_view_count %u, "
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"unordered_access_views %p stub!\n",
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"unordered_access_views %p.\n",
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iface, render_target_view_count, render_target_views, depth_stencil_view,
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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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unordered_access_view_start_slot, unordered_access_view_count, unordered_access_views);
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if (render_target_views || depth_stencil_view)
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d3d11_immediate_context_OMGetRenderTargets(iface, render_target_view_count,
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render_target_views, depth_stencil_view);
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if (unordered_access_views)
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{
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wined3d_mutex_lock();
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for (i = 0; i < unordered_access_view_count; ++i)
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{
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if (!(wined3d_view = wined3d_device_get_unordered_access_view(device->wined3d_device,
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unordered_access_view_start_slot + i)))
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{
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unordered_access_views[i] = NULL;
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continue;
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}
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view_impl = wined3d_unordered_access_view_get_parent(wined3d_view);
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unordered_access_views[i] = &view_impl->ID3D11UnorderedAccessView_iface;
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ID3D11UnorderedAccessView_AddRef(unordered_access_views[i]);
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}
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wined3d_mutex_unlock();
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}
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}
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}
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static void STDMETHODCALLTYPE d3d11_immediate_context_OMGetBlendState(ID3D11DeviceContext *iface,
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static void STDMETHODCALLTYPE d3d11_immediate_context_OMGetBlendState(ID3D11DeviceContext *iface,
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