Commit d53c5020 authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

d3d11: Partially implement d3d11_immediate_context_VSSetShader().

parent 5ff257f2
...@@ -239,6 +239,7 @@ struct d3d_vertex_shader ...@@ -239,6 +239,7 @@ struct d3d_vertex_shader
HRESULT d3d_vertex_shader_create(struct d3d_device *device, const void *byte_code, SIZE_T byte_code_length, HRESULT d3d_vertex_shader_create(struct d3d_device *device, const void *byte_code, SIZE_T byte_code_length,
struct d3d_vertex_shader **shader) DECLSPEC_HIDDEN; struct d3d_vertex_shader **shader) DECLSPEC_HIDDEN;
struct d3d_vertex_shader *unsafe_impl_from_ID3D11VertexShader(ID3D11VertexShader *iface) DECLSPEC_HIDDEN;
struct d3d_vertex_shader *unsafe_impl_from_ID3D10VertexShader(ID3D10VertexShader *iface) DECLSPEC_HIDDEN; struct d3d_vertex_shader *unsafe_impl_from_ID3D10VertexShader(ID3D10VertexShader *iface) DECLSPEC_HIDDEN;
/* ID3D11GeometryShader, ID3D10GeometryShader */ /* ID3D11GeometryShader, ID3D10GeometryShader */
......
...@@ -159,8 +159,18 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_PSSetSamplers(ID3D11Device ...@@ -159,8 +159,18 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_PSSetSamplers(ID3D11Device
static void STDMETHODCALLTYPE d3d11_immediate_context_VSSetShader(ID3D11DeviceContext *iface, static void STDMETHODCALLTYPE d3d11_immediate_context_VSSetShader(ID3D11DeviceContext *iface,
ID3D11VertexShader *shader, ID3D11ClassInstance *const *class_instances, UINT class_instance_count) ID3D11VertexShader *shader, ID3D11ClassInstance *const *class_instances, UINT class_instance_count)
{ {
FIXME("iface %p, shader %p, class_instances %p, class_instance_count %u stub!\n", struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface);
struct d3d_vertex_shader *vs = unsafe_impl_from_ID3D11VertexShader(shader);
TRACE("iface %p, shader %p, class_instances %p, class_instance_count %u.\n",
iface, shader, class_instances, class_instance_count); iface, shader, class_instances, class_instance_count);
if (class_instances)
FIXME("Dynamic linking is not implemented yet.\n");
wined3d_mutex_lock();
wined3d_device_set_vertex_shader(device->wined3d_device, vs ? vs->wined3d_shader : NULL);
wined3d_mutex_unlock();
} }
static void STDMETHODCALLTYPE d3d11_immediate_context_DrawIndexed(ID3D11DeviceContext *iface, static void STDMETHODCALLTYPE d3d11_immediate_context_DrawIndexed(ID3D11DeviceContext *iface,
......
...@@ -430,6 +430,15 @@ HRESULT d3d_vertex_shader_create(struct d3d_device *device, const void *byte_cod ...@@ -430,6 +430,15 @@ HRESULT d3d_vertex_shader_create(struct d3d_device *device, const void *byte_cod
return S_OK; return S_OK;
} }
struct d3d_vertex_shader *unsafe_impl_from_ID3D11VertexShader(ID3D11VertexShader *iface)
{
if (!iface)
return NULL;
assert(iface->lpVtbl == &d3d11_vertex_shader_vtbl);
return impl_from_ID3D11VertexShader(iface);
}
struct d3d_vertex_shader *unsafe_impl_from_ID3D10VertexShader(ID3D10VertexShader *iface) struct d3d_vertex_shader *unsafe_impl_from_ID3D10VertexShader(ID3D10VertexShader *iface)
{ {
if (!iface) if (!iface)
......
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