d3d10core: Implement d3d10_device_OMGetDepthStencilState().
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@ -572,8 +572,15 @@ static void STDMETHODCALLTYPE d3d10_device_OMGetBlendState(ID3D10Device *iface,
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static void STDMETHODCALLTYPE d3d10_device_OMGetDepthStencilState(ID3D10Device *iface,
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static void STDMETHODCALLTYPE d3d10_device_OMGetDepthStencilState(ID3D10Device *iface,
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ID3D10DepthStencilState **depth_stencil_state, UINT *stencil_ref)
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ID3D10DepthStencilState **depth_stencil_state, UINT *stencil_ref)
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{
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{
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FIXME("iface %p, depth_stencil_state %p, stencil_ref %p stub!\n",
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struct d3d10_device *device = impl_from_ID3D10Device(iface);
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TRACE("iface %p, depth_stencil_state %p, stencil_ref %p.\n",
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iface, depth_stencil_state, stencil_ref);
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iface, depth_stencil_state, stencil_ref);
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if ((*depth_stencil_state = device->depth_stencil_state
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? &device->depth_stencil_state->ID3D10DepthStencilState_iface : NULL))
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ID3D10DepthStencilState_AddRef(*depth_stencil_state);
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*stencil_ref = device->stencil_ref;
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}
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}
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static void STDMETHODCALLTYPE d3d10_device_SOGetTargets(ID3D10Device *iface,
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static void STDMETHODCALLTYPE d3d10_device_SOGetTargets(ID3D10Device *iface,
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