Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
W
wine-cw
Project
Project
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Registry
Registry
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
wine
wine-cw
Commits
b97ec7ae
Commit
b97ec7ae
authored
Sep 23, 2012
by
Henri Verbeet
Committed by
Alexandre Julliard
Sep 24, 2012
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
wined3d: wined3d_device_set_vertex_shader() never fails.
parent
1dcc63c1
Hide whitespace changes
Inline
Side-by-side
Showing
4 changed files
with
13 additions
and
23 deletions
+13
-23
device.c
dlls/d3d8/device.c
+2
-5
device.c
dlls/d3d9/device.c
+2
-3
device.c
dlls/wined3d/device.c
+8
-14
wined3d.h
include/wine/wined3d.h
+1
-1
No files found.
dlls/d3d8/device.c
View file @
b97ec7ae
...
...
@@ -2110,7 +2110,6 @@ static HRESULT WINAPI d3d8_device_SetVertexShader(IDirect3DDevice8 *iface, DWORD
{
struct
d3d8_device
*
device
=
impl_from_IDirect3DDevice8
(
iface
);
struct
d3d8_vertex_shader
*
shader_impl
;
HRESULT
hr
;
TRACE
(
"iface %p, shader %#x.
\n
"
,
iface
,
shader
);
...
...
@@ -2140,12 +2139,10 @@ static HRESULT WINAPI d3d8_device_SetVertexShader(IDirect3DDevice8 *iface, DWORD
wined3d_device_set_vertex_declaration
(
device
->
wined3d_device
,
shader_impl
->
vertex_declaration
->
wined3d_vertex_declaration
);
hr
=
wined3d_device_set_vertex_shader
(
device
->
wined3d_device
,
shader_impl
->
wined3d_shader
);
wined3d_device_set_vertex_shader
(
device
->
wined3d_device
,
shader_impl
->
wined3d_shader
);
wined3d_mutex_unlock
();
TRACE
(
"Returning hr %#x
\n
"
,
hr
);
return
hr
;
return
D3D_OK
;
}
static
HRESULT
WINAPI
d3d8_device_GetVertexShader
(
IDirect3DDevice8
*
iface
,
DWORD
*
shader
)
...
...
dlls/d3d9/device.c
View file @
b97ec7ae
...
...
@@ -2266,16 +2266,15 @@ static HRESULT WINAPI d3d9_device_SetVertexShader(IDirect3DDevice9Ex *iface, IDi
{
struct
d3d9_device
*
device
=
impl_from_IDirect3DDevice9Ex
(
iface
);
struct
d3d9_vertexshader
*
shader_obj
=
unsafe_impl_from_IDirect3DVertexShader9
(
shader
);
HRESULT
hr
;
TRACE
(
"iface %p, shader %p.
\n
"
,
iface
,
shader
);
wined3d_mutex_lock
();
hr
=
wined3d_device_set_vertex_shader
(
device
->
wined3d_device
,
wined3d_device_set_vertex_shader
(
device
->
wined3d_device
,
shader_obj
?
shader_obj
->
wined3d_shader
:
NULL
);
wined3d_mutex_unlock
();
return
hr
;
return
D3D_OK
;
}
static
HRESULT
WINAPI
d3d9_device_GetVertexShader
(
IDirect3DDevice9Ex
*
iface
,
IDirect3DVertexShader9
**
shader
)
...
...
dlls/wined3d/device.c
View file @
b97ec7ae
...
...
@@ -2449,39 +2449,33 @@ struct wined3d_vertex_declaration * CDECL wined3d_device_get_vertex_declaration(
return
device
->
stateBlock
->
state
.
vertex_declaration
;
}
HRESULT
CDECL
wined3d_device_set_vertex_shader
(
struct
wined3d_device
*
device
,
struct
wined3d_shader
*
shader
)
void
CDECL
wined3d_device_set_vertex_shader
(
struct
wined3d_device
*
device
,
struct
wined3d_shader
*
shader
)
{
struct
wined3d_shader
*
prev
=
device
->
updateStateBlock
->
state
.
vertex_shader
;
TRACE
(
"device %p, shader %p.
\n
"
,
device
,
shader
);
if
(
shader
)
wined3d_shader_incref
(
shader
);
if
(
prev
)
wined3d_shader_decref
(
prev
);
device
->
updateStateBlock
->
state
.
vertex_shader
=
shader
;
device
->
updateStateBlock
->
changed
.
vertexShader
=
TRUE
;
if
(
device
->
isRecordingState
)
{
if
(
shader
)
wined3d_shader_incref
(
shader
);
if
(
prev
)
wined3d_shader_decref
(
prev
);
TRACE
(
"Recording... not performing anything.
\n
"
);
return
WINED3D_OK
;
return
;
}
if
(
shader
==
prev
)
{
TRACE
(
"Application is setting the old shader over, nothing to do.
\n
"
);
return
WINED3D_OK
;
return
;
}
if
(
shader
)
wined3d_shader_incref
(
shader
);
if
(
prev
)
wined3d_shader_decref
(
prev
);
device_invalidate_state
(
device
,
STATE_VSHADER
);
return
WINED3D_OK
;
}
struct
wined3d_shader
*
CDECL
wined3d_device_get_vertex_shader
(
const
struct
wined3d_device
*
device
)
...
...
include/wine/wined3d.h
View file @
b97ec7ae
...
...
@@ -2236,7 +2236,7 @@ void __cdecl wined3d_device_set_transform(struct wined3d_device *device,
enum
wined3d_transform_state
state
,
const
struct
wined3d_matrix
*
matrix
);
void
__cdecl
wined3d_device_set_vertex_declaration
(
struct
wined3d_device
*
device
,
struct
wined3d_vertex_declaration
*
declaration
);
HRESULT
__cdecl
wined3d_device_set_vertex_shader
(
struct
wined3d_device
*
device
,
struct
wined3d_shader
*
shader
);
void
__cdecl
wined3d_device_set_vertex_shader
(
struct
wined3d_device
*
device
,
struct
wined3d_shader
*
shader
);
void
__cdecl
wined3d_device_set_viewport
(
struct
wined3d_device
*
device
,
const
struct
wined3d_viewport
*
viewport
);
HRESULT
__cdecl
wined3d_device_set_vs_consts_b
(
struct
wined3d_device
*
device
,
UINT
start_register
,
const
BOOL
*
constants
,
UINT
bool_count
);
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment