On 29 January 2016 at 09:44, Józef Kucia jkucia@codeweavers.com wrote:
else if (ins.handler_idx == WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER)
{
struct wined3d_shader_immediate_constant_buffer *icb = ins.declaration.icb;
if (reg_maps->icb)
{
ERR("Multiple immediate constant buffers.\n");
This would need to be a WARN or a FIXME, unless you ensure that it can never happen in the front-end.
HeapFree(GetProcessHeap(), 0, reg_maps->icb);
}
if (!(reg_maps->icb = HeapAlloc(GetProcessHeap(), 0, icb->element_count * sizeof(*icb->data))))
{
ERR("Failed to allocate immediate constant buffer.\n");
return E_OUTOFMEMORY;
}
memcpy(reg_maps->icb, icb->data, icb->element_count * sizeof(*icb->data));
reg_maps->icb_size = icb->element_count / 4;
I think it shouldn't be necessary to copy the data, shader->frontend_data should stay alive until the shader is destroyed.
FIXME("Unexpected size of immediate constant buffer %u.\n", len);
"Unexpected immediate constant buffer size %u.\n" sounds more natural to me, but it's not a big deal.