wined3d: Introduce wined3d_device_context_get_shader_resource_view().

Signed-off-by: Zebediah Figura <z.figura12@gmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Zebediah Figura 2021-04-17 18:39:32 -05:00 committed by Alexandre Julliard
parent 842b0d7338
commit c060af96f2
3 changed files with 15 additions and 0 deletions

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@ -2475,6 +2475,18 @@ void CDECL wined3d_device_set_vs_resource_view(struct wined3d_device *device,
wined3d_device_context_set_shader_resource_view(&device->cs->c, WINED3D_SHADER_TYPE_VERTEX, idx, view);
}
struct wined3d_shader_resource_view * CDECL wined3d_device_context_get_shader_resource_view(
const struct wined3d_device_context *context, enum wined3d_shader_type shader_type, unsigned int idx)
{
if (idx >= MAX_SHADER_RESOURCE_VIEWS)
{
WARN("Invalid view index %u.\n", idx);
return NULL;
}
return context->state->shader_resource_view[shader_type][idx];
}
static struct wined3d_shader_resource_view *wined3d_device_get_shader_resource_view(
const struct wined3d_device *device, enum wined3d_shader_type shader_type, unsigned int idx)
{

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@ -171,6 +171,7 @@
@ cdecl wined3d_device_context_get_rasterizer_state(ptr)
@ cdecl wined3d_device_context_get_scissor_rects(ptr ptr ptr)
@ cdecl wined3d_device_context_get_shader(ptr long)
@ cdecl wined3d_device_context_get_shader_resource_view(ptr long long)
@ cdecl wined3d_device_context_get_viewports(ptr ptr ptr)
@ cdecl wined3d_device_context_issue_query(ptr ptr long)
@ cdecl wined3d_device_context_map(ptr ptr long ptr ptr long)

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@ -2568,6 +2568,8 @@ void __cdecl wined3d_device_context_get_scissor_rects(const struct wined3d_devic
unsigned int *rect_count, RECT *rects);
struct wined3d_shader * __cdecl wined3d_device_context_get_shader(const struct wined3d_device_context *context,
enum wined3d_shader_type type);
struct wined3d_shader_resource_view * __cdecl wined3d_device_context_get_shader_resource_view(
const struct wined3d_device_context *context, enum wined3d_shader_type shader_type, unsigned int idx);
void __cdecl wined3d_device_context_get_viewports(const struct wined3d_device_context *context,
unsigned int *viewport_count, struct wined3d_viewport *viewports);
void __cdecl wined3d_device_context_issue_query(struct wined3d_device_context *context,