d3d11: Implement d3d11_immediate_context_GSGetShader().

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2015-11-11 03:40:52 +01:00 committed by Alexandre Julliard
parent 58aa9d4108
commit e7377e6f2d
1 changed files with 21 additions and 1 deletions

View File

@ -1123,8 +1123,28 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_GSGetConstantBuffers(ID3D1
static void STDMETHODCALLTYPE d3d11_immediate_context_GSGetShader(ID3D11DeviceContext *iface,
ID3D11GeometryShader **shader, ID3D11ClassInstance **class_instances, UINT *class_instance_count)
{
FIXME("iface %p, shader %p, class_instances %p, class_instance_count %p stub!\n",
struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface);
struct d3d_geometry_shader *shader_impl;
struct wined3d_shader *wined3d_shader;
TRACE("iface %p, shader %p, class_instances %p, class_instance_count %p.\n",
iface, shader, class_instances, class_instance_count);
if (class_instances || class_instance_count)
FIXME("Dynamic linking not implemented yet.\n");
wined3d_mutex_lock();
if (!(wined3d_shader = wined3d_device_get_geometry_shader(device->wined3d_device)))
{
wined3d_mutex_unlock();
*shader = NULL;
return;
}
shader_impl = wined3d_shader_get_parent(wined3d_shader);
wined3d_mutex_unlock();
*shader = &shader_impl->ID3D11GeometryShader_iface;
ID3D11GeometryShader_AddRef(*shader);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_IAGetPrimitiveTopology(ID3D11DeviceContext *iface,