d3d11: Implement d3d11_immediate_context_PSGetShaderResources().
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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@ -1024,8 +1024,29 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_VSGetConstantBuffers(ID3D1
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static void STDMETHODCALLTYPE d3d11_immediate_context_PSGetShaderResources(ID3D11DeviceContext *iface,
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UINT start_slot, UINT view_count, ID3D11ShaderResourceView **views)
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{
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FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n",
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struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface);
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unsigned int i;
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TRACE("iface %p, start_slot %u, view_count %u, views %p.\n",
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iface, start_slot, view_count, views);
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wined3d_mutex_lock();
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for (i = 0; i < view_count; ++i)
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{
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struct wined3d_shader_resource_view *wined3d_view;
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struct d3d_shader_resource_view *view_impl;
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if (!(wined3d_view = wined3d_device_get_ps_resource_view(device->wined3d_device, start_slot + i)))
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{
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views[i] = NULL;
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continue;
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}
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view_impl = wined3d_shader_resource_view_get_parent(wined3d_view);
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views[i] = &view_impl->ID3D11ShaderResourceView_iface;
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ID3D11ShaderResourceView_AddRef(views[i]);
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}
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wined3d_mutex_unlock();
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}
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static void STDMETHODCALLTYPE d3d11_immediate_context_PSGetShader(ID3D11DeviceContext *iface,
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