Module: wine Branch: master Commit: 70fdfdb11b312709e74b90e3f564f874a476e419 URL: http://source.winehq.org/git/wine.git/?a=commit;h=70fdfdb11b312709e74b90e3f5...
Author: Józef Kucia jkucia@codeweavers.com Date: Wed Sep 16 01:30:11 2015 +0200
d3d11: Implement d3d11_device_CreateVertexShader().
---
dlls/d3d11/d3d11_private.h | 4 ++-- dlls/d3d11/device.c | 32 +++++++++++++++++--------------- dlls/d3d11/shader.c | 24 +++++++++++++++++++++++- 3 files changed, 42 insertions(+), 18 deletions(-)
diff --git a/dlls/d3d11/d3d11_private.h b/dlls/d3d11/d3d11_private.h index 517a1be..e14a305 100644 --- a/dlls/d3d11/d3d11_private.h +++ b/dlls/d3d11/d3d11_private.h @@ -236,8 +236,8 @@ struct d3d_vertex_shader ID3D11Device *device; };
-HRESULT d3d_vertex_shader_init(struct d3d_vertex_shader *shader, struct d3d_device *device, - const void *byte_code, SIZE_T byte_code_length) DECLSPEC_HIDDEN; +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 *unsafe_impl_from_ID3D10VertexShader(ID3D10VertexShader *iface) DECLSPEC_HIDDEN;
/* ID3D10GeometryShader */ diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c index 050b83e..f3e5e89 100644 --- a/dlls/d3d11/device.c +++ b/dlls/d3d11/device.c @@ -199,10 +199,22 @@ static HRESULT STDMETHODCALLTYPE d3d11_device_CreateInputLayout(ID3D11Device *if static HRESULT STDMETHODCALLTYPE d3d11_device_CreateVertexShader(ID3D11Device *iface, const void *byte_code, SIZE_T byte_code_length, ID3D11ClassLinkage *class_linkage, ID3D11VertexShader **shader) { - FIXME("iface %p, byte_code %p, byte_code_length %lu, class_linkage %p, shader %p stub!\n", + struct d3d_device *device = impl_from_ID3D11Device(iface); + struct d3d_vertex_shader *object; + HRESULT hr; + + TRACE("iface %p, byte_code %p, byte_code_length %lu, class_linkage %p, shader %p.\n", iface, byte_code, byte_code_length, class_linkage, shader);
- return E_NOTIMPL; + if (class_linkage) + FIXME("Class linkage is not implemented yet.\n"); + + if (FAILED(hr = d3d_vertex_shader_create(device, byte_code, byte_code_length, &object))) + return hr; + + *shader = &object->ID3D11VertexShader_iface; + + return S_OK; }
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateGeometryShader(ID3D11Device *iface, const void *byte_code, @@ -2237,26 +2249,16 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateInputLayout(ID3D10Device1 *i static HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device1 *iface, const void *byte_code, SIZE_T byte_code_length, ID3D10VertexShader **shader) { - struct d3d_device *This = impl_from_ID3D10Device(iface); + struct d3d_device *device = impl_from_ID3D10Device(iface); struct d3d_vertex_shader *object; HRESULT hr;
- TRACE("iface %p, byte_code %p, byte_code_length %lu, shader %p\n", + TRACE("iface %p, byte_code %p, byte_code_length %lu, shader %p.\n", iface, byte_code, byte_code_length, shader);
- object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); - if (!object) - return E_OUTOFMEMORY; - - hr = d3d_vertex_shader_init(object, This, byte_code, byte_code_length); - if (FAILED(hr)) - { - WARN("Failed to initialize vertex shader, hr %#x.\n", hr); - HeapFree(GetProcessHeap(), 0, object); + if (FAILED(hr = d3d_vertex_shader_create(device, byte_code, byte_code_length, &object))) return hr; - }
- TRACE("Created vertex shader %p.\n", object); *shader = &object->ID3D10VertexShader_iface;
return S_OK; diff --git a/dlls/d3d11/shader.c b/dlls/d3d11/shader.c index f0aadc8..2df882c 100644 --- a/dlls/d3d11/shader.c +++ b/dlls/d3d11/shader.c @@ -359,7 +359,7 @@ static const struct wined3d_parent_ops d3d_vertex_shader_wined3d_parent_ops = d3d_vertex_shader_wined3d_object_destroyed, };
-HRESULT d3d_vertex_shader_init(struct d3d_vertex_shader *shader, struct d3d_device *device, +static HRESULT d3d_vertex_shader_init(struct d3d_vertex_shader *shader, struct d3d_device *device, const void *byte_code, SIZE_T byte_code_length) { struct wined3d_shader_signature output_signature; @@ -408,6 +408,28 @@ HRESULT d3d_vertex_shader_init(struct d3d_vertex_shader *shader, struct d3d_devi return S_OK; }
+HRESULT d3d_vertex_shader_create(struct d3d_device *device, const void *byte_code, SIZE_T byte_code_length, + struct d3d_vertex_shader **shader) +{ + struct d3d_vertex_shader *object; + HRESULT hr; + + if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)))) + return E_OUTOFMEMORY; + + if (FAILED(hr = d3d_vertex_shader_init(object, device, byte_code, byte_code_length))) + { + WARN("Failed to initialize vertex shader, hr %#x.\n", hr); + HeapFree(GetProcessHeap(), 0, object); + return hr; + } + + TRACE("Created vertex shader %p.\n", object); + *shader = object; + + return S_OK; +} + struct d3d_vertex_shader *unsafe_impl_from_ID3D10VertexShader(ID3D10VertexShader *iface) { if (!iface)