d3d11: Partially implement d3d11_immediate_context_VSSetShader().
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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@ -239,6 +239,7 @@ struct d3d_vertex_shader
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HRESULT d3d_vertex_shader_create(struct d3d_device *device, const void *byte_code, SIZE_T byte_code_length,
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HRESULT d3d_vertex_shader_create(struct d3d_device *device, const void *byte_code, SIZE_T byte_code_length,
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struct d3d_vertex_shader **shader) DECLSPEC_HIDDEN;
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struct d3d_vertex_shader **shader) DECLSPEC_HIDDEN;
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struct d3d_vertex_shader *unsafe_impl_from_ID3D11VertexShader(ID3D11VertexShader *iface) DECLSPEC_HIDDEN;
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struct d3d_vertex_shader *unsafe_impl_from_ID3D10VertexShader(ID3D10VertexShader *iface) DECLSPEC_HIDDEN;
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struct d3d_vertex_shader *unsafe_impl_from_ID3D10VertexShader(ID3D10VertexShader *iface) DECLSPEC_HIDDEN;
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/* ID3D11GeometryShader, ID3D10GeometryShader */
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/* ID3D11GeometryShader, ID3D10GeometryShader */
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@ -159,8 +159,18 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_PSSetSamplers(ID3D11Device
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static void STDMETHODCALLTYPE d3d11_immediate_context_VSSetShader(ID3D11DeviceContext *iface,
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static void STDMETHODCALLTYPE d3d11_immediate_context_VSSetShader(ID3D11DeviceContext *iface,
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ID3D11VertexShader *shader, ID3D11ClassInstance *const *class_instances, UINT class_instance_count)
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ID3D11VertexShader *shader, ID3D11ClassInstance *const *class_instances, UINT class_instance_count)
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{
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{
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FIXME("iface %p, shader %p, class_instances %p, class_instance_count %u stub!\n",
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struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface);
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struct d3d_vertex_shader *vs = unsafe_impl_from_ID3D11VertexShader(shader);
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TRACE("iface %p, shader %p, class_instances %p, class_instance_count %u.\n",
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iface, shader, class_instances, class_instance_count);
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iface, shader, class_instances, class_instance_count);
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if (class_instances)
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FIXME("Dynamic linking is not implemented yet.\n");
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wined3d_mutex_lock();
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wined3d_device_set_vertex_shader(device->wined3d_device, vs ? vs->wined3d_shader : NULL);
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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_DrawIndexed(ID3D11DeviceContext *iface,
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static void STDMETHODCALLTYPE d3d11_immediate_context_DrawIndexed(ID3D11DeviceContext *iface,
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@ -430,6 +430,15 @@ HRESULT d3d_vertex_shader_create(struct d3d_device *device, const void *byte_cod
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return S_OK;
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return S_OK;
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}
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}
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struct d3d_vertex_shader *unsafe_impl_from_ID3D11VertexShader(ID3D11VertexShader *iface)
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{
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if (!iface)
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return NULL;
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assert(iface->lpVtbl == &d3d11_vertex_shader_vtbl);
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return impl_from_ID3D11VertexShader(iface);
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}
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struct d3d_vertex_shader *unsafe_impl_from_ID3D10VertexShader(ID3D10VertexShader *iface)
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struct d3d_vertex_shader *unsafe_impl_from_ID3D10VertexShader(ID3D10VertexShader *iface)
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{
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{
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if (!iface)
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if (!iface)
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