d3d11: Implement d3d11_immediate_context_IAGetInputLayout().
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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@ -1029,7 +1029,24 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_PSGetConstantBuffers(ID3D1
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static void STDMETHODCALLTYPE d3d11_immediate_context_IAGetInputLayout(ID3D11DeviceContext *iface,
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static void STDMETHODCALLTYPE d3d11_immediate_context_IAGetInputLayout(ID3D11DeviceContext *iface,
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ID3D11InputLayout **input_layout)
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ID3D11InputLayout **input_layout)
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{
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{
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FIXME("iface %p, input_layout %p stub!\n", iface, input_layout);
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struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface);
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struct wined3d_vertex_declaration *wined3d_declaration;
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struct d3d_input_layout *input_layout_impl;
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TRACE("iface %p, input_layout %p.\n", iface, input_layout);
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wined3d_mutex_lock();
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if (!(wined3d_declaration = wined3d_device_get_vertex_declaration(device->wined3d_device)))
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{
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wined3d_mutex_unlock();
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*input_layout = NULL;
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return;
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}
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input_layout_impl = wined3d_vertex_declaration_get_parent(wined3d_declaration);
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wined3d_mutex_unlock();
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*input_layout = &input_layout_impl->ID3D11InputLayout_iface;
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ID3D11InputLayout_AddRef(*input_layout);
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}
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}
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static void STDMETHODCALLTYPE d3d11_immediate_context_IAGetVertexBuffers(ID3D11DeviceContext *iface,
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static void STDMETHODCALLTYPE d3d11_immediate_context_IAGetVertexBuffers(ID3D11DeviceContext *iface,
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