d3d10core: Implement d3d10_device_PSGetShader().
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@ -465,7 +465,21 @@ static void STDMETHODCALLTYPE d3d10_device_PSGetShaderResources(ID3D10Device *if
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static void STDMETHODCALLTYPE d3d10_device_PSGetShader(ID3D10Device *iface, ID3D10PixelShader **shader)
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{
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FIXME("iface %p, shader %p stub!\n", iface, shader);
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struct d3d10_device *device = impl_from_ID3D10Device(iface);
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struct d3d10_pixel_shader *shader_impl;
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struct wined3d_shader *wined3d_shader;
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TRACE("iface %p, shader %p.\n", iface, shader);
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if (!(wined3d_shader = wined3d_device_get_pixel_shader(device->wined3d_device)))
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{
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*shader = NULL;
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return;
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}
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shader_impl = wined3d_shader_get_parent(wined3d_shader);
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*shader = &shader_impl->ID3D10PixelShader_iface;
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ID3D10PixelShader_AddRef(*shader);
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}
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static void STDMETHODCALLTYPE d3d10_device_PSGetSamplers(ID3D10Device *iface,
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