Commit 4674b94d authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Get rid of struct wined3d_geometryshader.

parent dab01d43
......@@ -1549,7 +1549,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateGeometryShader(IWineD3DDevice *if
IWineD3DBaseShader **shader)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct wined3d_geometryshader *object;
IWineD3DBaseShaderImpl *object;
HRESULT hr;
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
......
......@@ -1913,8 +1913,8 @@ static HRESULT STDMETHODCALLTYPE geometryshader_QueryInterface(IWineD3DBaseShade
static ULONG STDMETHODCALLTYPE geometryshader_AddRef(IWineD3DBaseShader *iface)
{
struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface;
ULONG refcount = InterlockedIncrement(&shader->base_shader.ref);
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
TRACE("%p increasing refcount to %u.\n", shader, refcount);
......@@ -1924,15 +1924,15 @@ static ULONG STDMETHODCALLTYPE geometryshader_AddRef(IWineD3DBaseShader *iface)
/* Do not call while under the GL lock. */
static ULONG STDMETHODCALLTYPE geometryshader_Release(IWineD3DBaseShader *iface)
{
struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface;
ULONG refcount = InterlockedDecrement(&shader->base_shader.ref);
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
TRACE("%p decreasing refcount to %u.\n", shader, refcount);
if (!refcount)
{
shader_cleanup((IWineD3DBaseShaderImpl *)shader);
shader->base_shader.parent_ops->wined3d_object_destroyed(shader->base_shader.parent);
shader_cleanup(shader);
shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
HeapFree(GetProcessHeap(), 0, shader);
}
......@@ -1975,24 +1975,24 @@ static const IWineD3DBaseShaderVtbl wined3d_geometryshader_vtbl =
geometryshader_SetLocalConstantsF,
};
HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
HRESULT geometryshader_init(IWineD3DBaseShaderImpl *shader, IWineD3DDeviceImpl *device,
const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
void *parent, const struct wined3d_parent_ops *parent_ops)
{
HRESULT hr;
shader->vtbl = &wined3d_geometryshader_vtbl;
shader_init(&shader->base_shader, device, parent, parent_ops);
shader->lpVtbl = &wined3d_geometryshader_vtbl;
shader_init(&shader->baseShader, device, parent, parent_ops);
hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code, output_signature, 0);
hr = shader_set_function(shader, byte_code, output_signature, 0);
if (FAILED(hr))
{
WARN("Failed to set function, hr %#x.\n", hr);
shader_cleanup((IWineD3DBaseShaderImpl *)shader);
shader_cleanup(shader);
return hr;
}
shader->base_shader.load_local_constsF = FALSE;
shader->baseShader.load_local_constsF = FALSE;
return WINED3D_OK;
}
......
......@@ -2738,6 +2738,10 @@ typedef struct IWineD3DBaseShaderImpl {
} u;
} IWineD3DBaseShaderImpl;
HRESULT geometryshader_init(IWineD3DBaseShaderImpl *shader, IWineD3DDeviceImpl *device,
const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
void find_vs_compile_args(const struct wined3d_state *state,
IWineD3DBaseShaderImpl *shader, struct vs_compile_args *args) DECLSPEC_HIDDEN;
HRESULT vertexshader_init(IWineD3DBaseShaderImpl *shader, IWineD3DDeviceImpl *device,
......@@ -2828,16 +2832,6 @@ static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD
}
struct wined3d_geometryshader
{
const struct IWineD3DBaseShaderVtbl *vtbl;
IWineD3DBaseShaderClass base_shader;
};
HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
/*****************************************************************************
* IDirect3DPixelShader implementation structure
*/
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment