d3d11: Implement d3d11_immediate_context_CSSetShader().

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
oldstable
Józef Kucia 2017-01-25 11:17:59 +01:00 committed by Alexandre Julliard
parent f24dee797c
commit bffc232d73
3 changed files with 21 additions and 1 deletions

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@ -350,6 +350,7 @@ struct d3d11_compute_shader
HRESULT d3d11_compute_shader_create(struct d3d_device *device, const void *byte_code, SIZE_T byte_code_length,
struct d3d11_compute_shader **shader) DECLSPEC_HIDDEN;
struct d3d11_compute_shader *unsafe_impl_from_ID3D11ComputeShader(ID3D11ComputeShader *iface) DECLSPEC_HIDDEN;
HRESULT shader_parse_signature(const char *data, DWORD data_size, struct wined3d_shader_signature *s) DECLSPEC_HIDDEN;
void shader_free_signature(struct wined3d_shader_signature *s) DECLSPEC_HIDDEN;

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@ -1205,8 +1205,18 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_CSSetUnorderedAccessViews(
static void STDMETHODCALLTYPE d3d11_immediate_context_CSSetShader(ID3D11DeviceContext *iface,
ID3D11ComputeShader *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 d3d11_compute_shader *cs = unsafe_impl_from_ID3D11ComputeShader(shader);
TRACE("iface %p, shader %p, class_instances %p, class_instance_count %u.\n",
iface, shader, class_instances, class_instance_count);
if (class_instances)
FIXME("Dynamic linking is not implemented yet.\n");
wined3d_mutex_lock();
wined3d_device_set_compute_shader(device->wined3d_device, cs ? cs->wined3d_shader : NULL);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d11_immediate_context_CSSetSamplers(ID3D11DeviceContext *iface,

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@ -1749,6 +1749,15 @@ HRESULT d3d11_compute_shader_create(struct d3d_device *device, const void *byte_
return S_OK;
}
struct d3d11_compute_shader *unsafe_impl_from_ID3D11ComputeShader(ID3D11ComputeShader *iface)
{
if (!iface)
return NULL;
assert(iface->lpVtbl == &d3d11_compute_shader_vtbl);
return impl_from_ID3D11ComputeShader(iface);
}
/* ID3D11ClassLinkage methods */
static inline struct d3d11_class_linkage *impl_from_ID3D11ClassLinkage(ID3D11ClassLinkage *iface)