Commit b62720fe authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

d3d11: Implement d3d11_immediate_context_PSSetShaderResources().

parent f175b236
......@@ -207,6 +207,8 @@ struct d3d_shader_resource_view
HRESULT d3d_shader_resource_view_create(struct d3d_device *device, ID3D11Resource *resource,
const D3D11_SHADER_RESOURCE_VIEW_DESC *desc, struct d3d_shader_resource_view **view) DECLSPEC_HIDDEN;
struct d3d_shader_resource_view *unsafe_impl_from_ID3D11ShaderResourceView(
ID3D11ShaderResourceView *iface) DECLSPEC_HIDDEN;
struct d3d_shader_resource_view *unsafe_impl_from_ID3D10ShaderResourceView(
ID3D10ShaderResourceView *iface) DECLSPEC_HIDDEN;
......
......@@ -140,8 +140,21 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_VSSetConstantBuffers(ID3D1
static void STDMETHODCALLTYPE d3d11_immediate_context_PSSetShaderResources(ID3D11DeviceContext *iface,
UINT start_slot, UINT view_count, ID3D11ShaderResourceView *const *views)
{
FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n",
struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n",
iface, start_slot, view_count, views);
wined3d_mutex_lock();
for (i = 0; i < view_count; ++i)
{
struct d3d_shader_resource_view *view = unsafe_impl_from_ID3D11ShaderResourceView(views[i]);
wined3d_device_set_ps_resource_view(device->wined3d_device, start_slot + i,
view ? view->wined3d_view : NULL);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d11_immediate_context_PSSetShader(ID3D11DeviceContext *iface,
......
......@@ -1546,6 +1546,14 @@ HRESULT d3d_shader_resource_view_create(struct d3d_device *device, ID3D11Resourc
return S_OK;
}
struct d3d_shader_resource_view *unsafe_impl_from_ID3D11ShaderResourceView(ID3D11ShaderResourceView *iface)
{
if (!iface)
return NULL;
assert(iface->lpVtbl == &d3d11_shader_resource_view_vtbl);
return impl_from_ID3D11ShaderResourceView(iface);
}
struct d3d_shader_resource_view *unsafe_impl_from_ID3D10ShaderResourceView(ID3D10ShaderResourceView *iface)
{
if (!iface)
......
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