d3d11: Implement d3d11_immediate_context_DrawIndexed().
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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@ -227,8 +227,15 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_VSSetShader(ID3D11DeviceCo
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static void STDMETHODCALLTYPE d3d11_immediate_context_DrawIndexed(ID3D11DeviceContext *iface,
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UINT index_count, UINT start_index_location, INT base_vertex_location)
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{
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FIXME("iface %p, index_count %u, start_index_location %u, base_vertex_location %d stub!\n",
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struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface);
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TRACE("iface %p, index_count %u, start_index_location %u, base_vertex_location %d.\n",
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iface, index_count, start_index_location, base_vertex_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(device->wined3d_device, start_index_location, index_count);
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wined3d_mutex_unlock();
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}
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static void STDMETHODCALLTYPE d3d11_immediate_context_Draw(ID3D11DeviceContext *iface,
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