2017-01-25 12:19 GMT+01:00 Andrey Gusev andrey.goosev@gmail.com:
Signed-off-by: Andrey Gusev andrey.goosev@gmail.com
dlls/d3dx11_42/Makefile.in | 1 + dlls/d3dx11_42/d3dx11_42.spec | 2 +- dlls/d3dx11_43/Makefile.in | 1 + dlls/d3dx11_43/d3dx11_43.spec | 2 +- dlls/d3dx11_43/shader.c | 36 ++++++++++++++++++++++++++++++++++++ 5 files changed, 40 insertions(+), 2 deletions(-) create mode 100644 dlls/d3dx11_43/shader.c
I had a better look at the patch and unfortunately I don't think this is okay as is. Sorry that I missed it the first time around.
The D3DX11CreateShaderResourceViewFrom* functions are probably supposed to be very thin wrappers over the corresponding D3DX11CreateTextureFrom* functions. So e.g. for D3DX11CreateShaderResourceViewFromMemory() an implementation calling D3DX11CreateTextureFromMemory() and then ID3D11Device_CreateShaderResourceView(device, ...) on the returned resource is probably all there is to it. Except that, for the pump != NULL case, you want to do the work on the thread pump so e.g. create the the SRV in a ID3DX11DataProcessor.
Anyway, it's still okay to me to go with just a stub or with an implementation only taking into account the !pump case.
You need to add the function definition to d3dx11tex.h though. Also, given that this is really a texture function, it doesn't make sense to put it in a new shader.c file. Just adding it to texture.c seems fine.