Many applications call GetShader functions with non-NULL class instance pointers despite never using dynamic linking, in an apparent attempt to save all device state.
Signed-off-by: Zebediah Figura zfigura@codeweavers.com --- dlls/d3d11/device.c | 12 ------------ 1 file changed, 12 deletions(-)
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c index 8b0846498a5..f8d3e3f9c46 100644 --- a/dlls/d3d11/device.c +++ b/dlls/d3d11/device.c @@ -1734,8 +1734,6 @@ static void STDMETHODCALLTYPE d3d11_device_context_PSGetShader(ID3D11DeviceConte TRACE("iface %p, shader %p, class_instances %p, class_instance_count %p.\n", iface, shader, class_instances, class_instance_count);
- if (class_instances || class_instance_count) - FIXME("Dynamic linking not implemented yet.\n"); if (class_instance_count) *class_instance_count = 0;
@@ -1792,8 +1790,6 @@ static void STDMETHODCALLTYPE d3d11_device_context_VSGetShader(ID3D11DeviceConte TRACE("iface %p, shader %p, class_instances %p, class_instance_count %p.\n", iface, shader, class_instances, class_instance_count);
- if (class_instances || class_instance_count) - FIXME("Dynamic linking not implemented yet.\n"); if (class_instance_count) *class_instance_count = 0;
@@ -1926,8 +1922,6 @@ static void STDMETHODCALLTYPE d3d11_device_context_GSGetShader(ID3D11DeviceConte TRACE("iface %p, shader %p, class_instances %p, class_instance_count %p.\n", iface, shader, class_instances, class_instance_count);
- if (class_instances || class_instance_count) - FIXME("Dynamic linking not implemented yet.\n"); if (class_instance_count) *class_instance_count = 0;
@@ -2393,8 +2387,6 @@ static void STDMETHODCALLTYPE d3d11_device_context_HSGetShader(ID3D11DeviceConte TRACE("iface %p, shader %p, class_instances %p, class_instance_count %p.\n", iface, shader, class_instances, class_instance_count);
- if (class_instances || class_instance_count) - FIXME("Dynamic linking not implemented yet.\n"); if (class_instance_count) *class_instance_count = 0;
@@ -2487,8 +2479,6 @@ static void STDMETHODCALLTYPE d3d11_device_context_DSGetShader(ID3D11DeviceConte TRACE("iface %p, shader %p, class_instances %p, class_instance_count %p.\n", iface, shader, class_instances, class_instance_count);
- if (class_instances || class_instance_count) - FIXME("Dynamic linking not implemented yet.\n"); if (class_instance_count) *class_instance_count = 0;
@@ -2607,8 +2597,6 @@ static void STDMETHODCALLTYPE d3d11_device_context_CSGetShader(ID3D11DeviceConte TRACE("iface %p, shader %p, class_instances %p, class_instance_count %p.\n", iface, shader, class_instances, class_instance_count);
- if (class_instances || class_instance_count) - FIXME("Dynamic linking not implemented yet.\n"); if (class_instance_count) *class_instance_count = 0;
Many applications pass a non-NULL array pointer but a count of zero.
Signed-off-by: Zebediah Figura zfigura@codeweavers.com --- dlls/d3d11/device.c | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-)
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c index f8d3e3f9c46..bec5dbb32de 100644 --- a/dlls/d3d11/device.c +++ b/dlls/d3d11/device.c @@ -730,7 +730,7 @@ static void STDMETHODCALLTYPE d3d11_device_context_PSSetShader(ID3D11DeviceConte TRACE("iface %p, shader %p, class_instances %p, class_instance_count %u.\n", iface, shader, class_instances, class_instance_count);
- if (class_instances) + if (class_instance_count) FIXME("Dynamic linking is not implemented yet.\n");
wined3d_device_context_set_shader(context->wined3d_context, WINED3D_SHADER_TYPE_PIXEL, @@ -755,7 +755,7 @@ static void STDMETHODCALLTYPE d3d11_device_context_VSSetShader(ID3D11DeviceConte TRACE("iface %p, shader %p, class_instances %p, class_instance_count %u.\n", iface, shader, class_instances, class_instance_count);
- if (class_instances) + if (class_instance_count) FIXME("Dynamic linking is not implemented yet.\n");
wined3d_device_context_set_shader(context->wined3d_context, WINED3D_SHADER_TYPE_VERTEX, @@ -941,7 +941,7 @@ static void STDMETHODCALLTYPE d3d11_device_context_GSSetShader(ID3D11DeviceConte TRACE("iface %p, shader %p, class_instances %p, class_instance_count %u.\n", iface, shader, class_instances, class_instance_count);
- if (class_instances) + if (class_instance_count) FIXME("Dynamic linking is not implemented yet.\n");
wined3d_device_context_set_shader(context->wined3d_context, WINED3D_SHADER_TYPE_GEOMETRY, @@ -1544,7 +1544,7 @@ static void STDMETHODCALLTYPE d3d11_device_context_HSSetShader(ID3D11DeviceConte TRACE("iface %p, shader %p, class_instances %p, class_instance_count %u.\n", iface, shader, class_instances, class_instance_count);
- if (class_instances) + if (class_instance_count) FIXME("Dynamic linking is not implemented yet.\n");
wined3d_device_context_set_shader(context->wined3d_context, WINED3D_SHADER_TYPE_HULL, @@ -1588,7 +1588,7 @@ static void STDMETHODCALLTYPE d3d11_device_context_DSSetShader(ID3D11DeviceConte TRACE("iface %p, shader %p, class_instances %p, class_instance_count %u.\n", iface, shader, class_instances, class_instance_count);
- if (class_instances) + if (class_instance_count) FIXME("Dynamic linking is not implemented yet.\n");
wined3d_device_context_set_shader(context->wined3d_context, WINED3D_SHADER_TYPE_DOMAIN, @@ -1659,7 +1659,7 @@ static void STDMETHODCALLTYPE d3d11_device_context_CSSetShader(ID3D11DeviceConte TRACE("iface %p, shader %p, class_instances %p, class_instance_count %u.\n", iface, shader, class_instances, class_instance_count);
- if (class_instances) + if (class_instance_count) FIXME("Dynamic linking is not implemented yet.\n");
wined3d_device_context_set_shader(context->wined3d_context, WINED3D_SHADER_TYPE_COMPUTE,
Signed-off-by: Henri Verbeet hverbeet@codeweavers.com