d3d10core: Implement d3d10_device_GSGetConstantBuffers().
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@ -669,8 +669,27 @@ static void STDMETHODCALLTYPE d3d10_device_IAGetIndexBuffer(ID3D10Device *iface,
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static void STDMETHODCALLTYPE d3d10_device_GSGetConstantBuffers(ID3D10Device *iface,
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static void STDMETHODCALLTYPE d3d10_device_GSGetConstantBuffers(ID3D10Device *iface,
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UINT start_slot, UINT buffer_count, ID3D10Buffer **buffers)
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UINT start_slot, UINT buffer_count, ID3D10Buffer **buffers)
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{
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{
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FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n",
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struct d3d10_device *device = impl_from_ID3D10Device(iface);
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unsigned int i;
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TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n",
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iface, start_slot, buffer_count, buffers);
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iface, start_slot, buffer_count, buffers);
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for (i = 0; i < buffer_count; ++i)
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{
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struct wined3d_buffer *wined3d_buffer;
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struct d3d10_buffer *buffer_impl;
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if (!(wined3d_buffer = wined3d_device_get_gs_cb(device->wined3d_device, start_slot + i)))
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{
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buffers[i] = NULL;
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continue;
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}
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buffer_impl = wined3d_buffer_get_parent(wined3d_buffer);
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buffers[i] = &buffer_impl->ID3D10Buffer_iface;
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ID3D10Buffer_AddRef(buffers[i]);
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}
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}
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}
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static void STDMETHODCALLTYPE d3d10_device_GSGetShader(ID3D10Device *iface, ID3D10GeometryShader **shader)
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static void STDMETHODCALLTYPE d3d10_device_GSGetShader(ID3D10Device *iface, ID3D10GeometryShader **shader)
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@ -3168,6 +3168,19 @@ void CDECL wined3d_device_set_gs_cb(struct wined3d_device *device, UINT idx, str
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}
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}
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}
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}
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struct wined3d_buffer * CDECL wined3d_device_get_gs_cb(const struct wined3d_device *device, UINT idx)
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{
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TRACE("device %p, idx %u.\n", device, idx);
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if (idx >= MAX_CONSTANT_BUFFERS)
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{
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WARN("Invalid constant buffer index %u.\n", idx);
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return NULL;
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}
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return device->stateBlock->state.gs_cb[idx];
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}
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/* Context activation is done by the caller. */
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/* Context activation is done by the caller. */
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/* Do not call while under the GL lock. */
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/* Do not call while under the GL lock. */
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#define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
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#define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
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@ -66,6 +66,7 @@
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@ cdecl wined3d_device_get_front_buffer_data(ptr long ptr)
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@ cdecl wined3d_device_get_front_buffer_data(ptr long ptr)
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@ cdecl wined3d_device_get_gamma_ramp(ptr long ptr)
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@ cdecl wined3d_device_get_gamma_ramp(ptr long ptr)
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@ cdecl wined3d_device_get_geometry_shader(ptr)
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@ cdecl wined3d_device_get_geometry_shader(ptr)
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@ cdecl wined3d_device_get_gs_cb(ptr long)
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@ cdecl wined3d_device_get_index_buffer(ptr ptr)
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@ cdecl wined3d_device_get_index_buffer(ptr ptr)
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@ cdecl wined3d_device_get_light(ptr long ptr)
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@ cdecl wined3d_device_get_light(ptr long ptr)
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@ cdecl wined3d_device_get_light_enable(ptr long ptr)
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@ cdecl wined3d_device_get_light_enable(ptr long ptr)
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@ -2127,6 +2127,7 @@ HRESULT __cdecl wined3d_device_get_front_buffer_data(const struct wined3d_device
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void __cdecl wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
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void __cdecl wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
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UINT swapchain_idx, struct wined3d_gamma_ramp *ramp);
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UINT swapchain_idx, struct wined3d_gamma_ramp *ramp);
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struct wined3d_shader * __cdecl wined3d_device_get_geometry_shader(const struct wined3d_device *device);
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struct wined3d_shader * __cdecl wined3d_device_get_geometry_shader(const struct wined3d_device *device);
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struct wined3d_buffer * __cdecl wined3d_device_get_gs_cb(const struct wined3d_device *device, UINT idx);
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struct wined3d_buffer * __cdecl wined3d_device_get_index_buffer(const struct wined3d_device *device,
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struct wined3d_buffer * __cdecl wined3d_device_get_index_buffer(const struct wined3d_device *device,
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enum wined3d_format_id *format);
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enum wined3d_format_id *format);
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HRESULT __cdecl wined3d_device_get_light(const struct wined3d_device *device,
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HRESULT __cdecl wined3d_device_get_light(const struct wined3d_device *device,
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