d3d11: Implement d3d11_immediate_context_RSGetScissorRects().
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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@ -1789,7 +1789,24 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_RSGetViewports(ID3D11Devic
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static void STDMETHODCALLTYPE d3d11_immediate_context_RSGetScissorRects(ID3D11DeviceContext *iface,
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static void STDMETHODCALLTYPE d3d11_immediate_context_RSGetScissorRects(ID3D11DeviceContext *iface,
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UINT *rect_count, D3D11_RECT *rects)
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UINT *rect_count, D3D11_RECT *rects)
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{
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{
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FIXME("iface %p, rect_count %p, rects %p stub!\n", iface, rect_count, rects);
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struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface);
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TRACE("iface %p, rect_count %p, rects %p.\n", iface, rect_count, rects);
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if (!rects)
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{
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*rect_count = 1;
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return;
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}
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if (!*rect_count)
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return;
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wined3d_mutex_lock();
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wined3d_device_get_scissor_rect(device->wined3d_device, rects);
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wined3d_mutex_unlock();
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if (*rect_count > 1)
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memset(&rects[1], 0, (*rect_count - 1) * sizeof(*rects));
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}
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}
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static void STDMETHODCALLTYPE d3d11_immediate_context_HSGetShaderResources(ID3D11DeviceContext *iface,
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static void STDMETHODCALLTYPE d3d11_immediate_context_HSGetShaderResources(ID3D11DeviceContext *iface,
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