d3d11: Implement d3d11_immediate_context_RSSetViewports().
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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@ -482,7 +482,33 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_RSSetState(ID3D11DeviceCon
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static void STDMETHODCALLTYPE d3d11_immediate_context_RSSetViewports(ID3D11DeviceContext *iface,
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UINT viewport_count, const D3D11_VIEWPORT *viewports)
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{
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FIXME("iface %p, viewport_count %u, viewports %p stub!\n", iface, viewport_count, viewports);
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struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface);
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struct wined3d_viewport wined3d_vp;
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TRACE("iface %p, viewport_count %u, viewports %p.\n", iface, viewport_count, viewports);
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if (viewport_count > 1)
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FIXME("Multiple viewports not implemented.\n");
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if (!viewport_count)
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return;
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if (viewports[0].TopLeftX != (UINT)viewports[0].TopLeftX
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|| viewports[0].TopLeftY != (UINT)viewports[0].TopLeftY
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|| viewports[0].Width != (UINT)viewports[0].Width
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|| viewports[0].Height != (UINT)viewports[0].Height)
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FIXME("Floating-point viewports not implemented.\n");
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wined3d_vp.x = viewports[0].TopLeftX;
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wined3d_vp.y = viewports[0].TopLeftY;
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wined3d_vp.width = viewports[0].Width;
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wined3d_vp.height = viewports[0].Height;
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wined3d_vp.min_z = viewports[0].MinDepth;
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wined3d_vp.max_z = viewports[0].MaxDepth;
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wined3d_mutex_lock();
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wined3d_device_set_viewport(device->wined3d_device, &wined3d_vp);
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wined3d_mutex_unlock();
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}
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static void STDMETHODCALLTYPE d3d11_immediate_context_RSSetScissorRects(ID3D11DeviceContext *iface,
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