[PATCH 5/5] d3d10core: Implement d3d10_device_GSGetShader().

Henri Verbeet hverbeet at codeweavers.com
Tue Nov 13 14:24:23 CST 2012


---
 dlls/d3d10core/device.c   |   16 +++++++++++++++-
 dlls/wined3d/device.c     |    7 +++++++
 dlls/wined3d/wined3d.spec |    1 +
 include/wine/wined3d.h    |    1 +
 4 files changed, 24 insertions(+), 1 deletions(-)

diff --git a/dlls/d3d10core/device.c b/dlls/d3d10core/device.c
index 0f30a13..84fff72 100644
--- a/dlls/d3d10core/device.c
+++ b/dlls/d3d10core/device.c
@@ -546,7 +546,21 @@ static void STDMETHODCALLTYPE d3d10_device_GSGetConstantBuffers(ID3D10Device *if
 
 static void STDMETHODCALLTYPE d3d10_device_GSGetShader(ID3D10Device *iface, ID3D10GeometryShader **shader)
 {
-    FIXME("iface %p, shader %p stub!\n", iface, shader);
+    struct d3d10_device *device = impl_from_ID3D10Device(iface);
+    struct d3d10_geometry_shader *shader_impl;
+    struct wined3d_shader *wined3d_shader;
+
+    TRACE("iface %p, shader %p.\n", iface, shader);
+
+    if (!(wined3d_shader = wined3d_device_get_geometry_shader(device->wined3d_device)))
+    {
+        *shader = NULL;
+        return;
+    }
+
+    shader_impl = wined3d_shader_get_parent(wined3d_shader);
+    *shader = &shader_impl->ID3D10GeometryShader_iface;
+    ID3D10GeometryShader_AddRef(*shader);
 }
 
 static void STDMETHODCALLTYPE d3d10_device_IAGetPrimitiveTopology(ID3D10Device *iface,
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 979a248..2242cc3 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3012,6 +3012,13 @@ void CDECL wined3d_device_set_geometry_shader(struct wined3d_device *device, str
     device_invalidate_state(device, STATE_GEOMETRY_SHADER);
 }
 
+struct wined3d_shader * CDECL wined3d_device_get_geometry_shader(const struct wined3d_device *device)
+{
+    TRACE("device %p.\n", device);
+
+    return device->stateBlock->state.geometry_shader;
+}
+
 /* Context activation is done by the caller. */
 /* Do not call while under the GL lock. */
 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
diff --git a/dlls/wined3d/wined3d.spec b/dlls/wined3d/wined3d.spec
index 3bfa239..f8364e1 100644
--- a/dlls/wined3d/wined3d.spec
+++ b/dlls/wined3d/wined3d.spec
@@ -64,6 +64,7 @@
 @ cdecl wined3d_device_get_display_mode(ptr long ptr ptr)
 @ cdecl wined3d_device_get_front_buffer_data(ptr long ptr)
 @ cdecl wined3d_device_get_gamma_ramp(ptr long ptr)
+@ cdecl wined3d_device_get_geometry_shader(ptr)
 @ cdecl wined3d_device_get_index_buffer(ptr)
 @ cdecl wined3d_device_get_light(ptr long ptr)
 @ cdecl wined3d_device_get_light_enable(ptr long ptr)
diff --git a/include/wine/wined3d.h b/include/wine/wined3d.h
index fff8bd9..7169a25 100644
--- a/include/wine/wined3d.h
+++ b/include/wine/wined3d.h
@@ -2124,6 +2124,7 @@ HRESULT __cdecl wined3d_device_get_front_buffer_data(const struct wined3d_device
         UINT swapchain_idx, struct wined3d_surface *dst_surface);
 void __cdecl wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
         UINT swapchain_idx, struct wined3d_gamma_ramp *ramp);
+struct wined3d_shader * __cdecl wined3d_device_get_geometry_shader(const struct wined3d_device *device);
 struct wined3d_buffer * __cdecl wined3d_device_get_index_buffer(const struct wined3d_device *device);
 HRESULT __cdecl wined3d_device_get_light(const struct wined3d_device *device,
         UINT light_idx, struct wined3d_light *light);
-- 
1.7.8.6




More information about the wine-patches mailing list