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>
This commit is contained in:
Józef Kucia 2016-07-13 10:52:00 +02:00 committed by Alexandre Julliard
parent ce64ef51e2
commit ee29789685
1 changed files with 18 additions and 1 deletions

View File

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