d3d11: Implement d3d11_immediate_context_DrawIndexedInstanced().
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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@ -368,10 +368,18 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_DrawIndexedInstanced(ID3D1
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UINT instance_index_count, UINT instance_count, UINT start_index_location, INT base_vertex_location,
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UINT start_instance_location)
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{
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FIXME("iface %p, instance_index_count %u, instance_count %u, start_index_location %u, "
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"base_vertex_location %d, start_instance_location %u stub!\n",
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struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface);
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TRACE("iface %p, instance_index_count %u, instance_count %u, start_index_location %u, "
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"base_vertex_location %d, start_instance_location %u.\n",
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iface, instance_index_count, instance_count, start_index_location,
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base_vertex_location, start_instance_location);
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wined3d_mutex_lock();
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wined3d_device_set_base_vertex_index(device->wined3d_device, base_vertex_location);
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wined3d_device_draw_indexed_primitive_instanced(device->wined3d_device, start_index_location,
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instance_index_count, start_instance_location, instance_count);
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wined3d_mutex_unlock();
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}
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static void STDMETHODCALLTYPE d3d11_immediate_context_DrawInstanced(ID3D11DeviceContext *iface,
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