Commit 0a72acc7 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

d3d10core: Add a separate function for d3d10_vertex_shader initialization.

parent 462decdf
...@@ -132,7 +132,6 @@ HRESULT d3d10_input_layout_init(struct d3d10_input_layout *layout, struct d3d10_ ...@@ -132,7 +132,6 @@ HRESULT d3d10_input_layout_init(struct d3d10_input_layout *layout, struct d3d10_
const void *shader_byte_code, SIZE_T shader_byte_code_length) DECLSPEC_HIDDEN; const void *shader_byte_code, SIZE_T shader_byte_code_length) DECLSPEC_HIDDEN;
/* ID3D10VertexShader */ /* ID3D10VertexShader */
extern const struct ID3D10VertexShaderVtbl d3d10_vertex_shader_vtbl DECLSPEC_HIDDEN;
struct d3d10_vertex_shader struct d3d10_vertex_shader
{ {
const struct ID3D10VertexShaderVtbl *vtbl; const struct ID3D10VertexShaderVtbl *vtbl;
...@@ -142,6 +141,9 @@ struct d3d10_vertex_shader ...@@ -142,6 +141,9 @@ struct d3d10_vertex_shader
struct wined3d_shader_signature output_signature; struct wined3d_shader_signature output_signature;
}; };
HRESULT d3d10_vertex_shader_init(struct d3d10_vertex_shader *shader, struct d3d10_device *device,
const void *byte_code, SIZE_T byte_code_length) DECLSPEC_HIDDEN;
/* ID3D10GeometryShader */ /* ID3D10GeometryShader */
extern const struct ID3D10GeometryShaderVtbl d3d10_geometry_shader_vtbl DECLSPEC_HIDDEN; extern const struct ID3D10GeometryShaderVtbl d3d10_geometry_shader_vtbl DECLSPEC_HIDDEN;
struct d3d10_geometry_shader struct d3d10_geometry_shader
......
...@@ -935,7 +935,6 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device *i ...@@ -935,7 +935,6 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device *i
{ {
struct d3d10_device *This = (struct d3d10_device *)iface; struct d3d10_device *This = (struct d3d10_device *)iface;
struct d3d10_vertex_shader *object; struct d3d10_vertex_shader *object;
struct d3d10_shader_info shader_info;
HRESULT hr; 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",
...@@ -948,29 +947,15 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device *i ...@@ -948,29 +947,15 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device *i
return E_OUTOFMEMORY; return E_OUTOFMEMORY;
} }
object->vtbl = &d3d10_vertex_shader_vtbl; hr = d3d10_vertex_shader_init(object, This, byte_code, byte_code_length);
object->refcount = 1;
shader_info.output_signature = &object->output_signature;
hr = shader_extract_from_dxbc(byte_code, byte_code_length, &shader_info);
if (FAILED(hr)) if (FAILED(hr))
{ {
ERR("Failed to extract shader, hr %#x\n", hr); WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
hr = IWineD3DDevice_CreateVertexShader(This->wined3d_device,
shader_info.shader_code, &object->output_signature,
&object->wined3d_shader, (IUnknown *)object);
if (FAILED(hr))
{
ERR("CreateVertexShader failed, hr %#x\n", hr);
shader_free_signature(&object->output_signature);
HeapFree(GetProcessHeap(), 0, object); HeapFree(GetProcessHeap(), 0, object);
return hr; return hr;
} }
TRACE("Created vertex shader %p.\n", object);
*shader = (ID3D10VertexShader *)object; *shader = (ID3D10VertexShader *)object;
return S_OK; return S_OK;
......
...@@ -214,7 +214,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_vertex_shader_SetPrivateDataInterface(ID3 ...@@ -214,7 +214,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_vertex_shader_SetPrivateDataInterface(ID3
return E_NOTIMPL; return E_NOTIMPL;
} }
const struct ID3D10VertexShaderVtbl d3d10_vertex_shader_vtbl = static const struct ID3D10VertexShaderVtbl d3d10_vertex_shader_vtbl =
{ {
/* IUnknown methods */ /* IUnknown methods */
d3d10_vertex_shader_QueryInterface, d3d10_vertex_shader_QueryInterface,
...@@ -227,6 +227,36 @@ const struct ID3D10VertexShaderVtbl d3d10_vertex_shader_vtbl = ...@@ -227,6 +227,36 @@ const struct ID3D10VertexShaderVtbl d3d10_vertex_shader_vtbl =
d3d10_vertex_shader_SetPrivateDataInterface, d3d10_vertex_shader_SetPrivateDataInterface,
}; };
HRESULT d3d10_vertex_shader_init(struct d3d10_vertex_shader *shader, struct d3d10_device *device,
const void *byte_code, SIZE_T byte_code_length)
{
struct d3d10_shader_info shader_info;
HRESULT hr;
shader->vtbl = &d3d10_vertex_shader_vtbl;
shader->refcount = 1;
shader_info.output_signature = &shader->output_signature;
hr = shader_extract_from_dxbc(byte_code, byte_code_length, &shader_info);
if (FAILED(hr))
{
ERR("Failed to extract shader, hr %#x.\n", hr);
return hr;
}
hr = IWineD3DDevice_CreateVertexShader(device->wined3d_device,
shader_info.shader_code, &shader->output_signature,
&shader->wined3d_shader, (IUnknown *)shader);
if (FAILED(hr))
{
WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr);
shader_free_signature(&shader->output_signature);
return hr;
}
return S_OK;
}
/* IUnknown methods */ /* IUnknown methods */
static HRESULT STDMETHODCALLTYPE d3d10_geometry_shader_QueryInterface(ID3D10GeometryShader *iface, static HRESULT STDMETHODCALLTYPE d3d10_geometry_shader_QueryInterface(ID3D10GeometryShader *iface,
......
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