Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
W
wine-winehq
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-winehq
Commits
539a579d
Commit
539a579d
authored
Feb 13, 2014
by
Henri Verbeet
Committed by
Alexandre Julliard
Feb 13, 2014
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
d3d10core: Implement d3d10_shader_resource_view_GetDevice().
parent
40686f48
Show whitespace changes
Inline
Side-by-side
Showing
4 changed files
with
27 additions
and
8 deletions
+27
-8
d3d10core_private.h
dlls/d3d10core/d3d10core_private.h
+2
-1
device.c
dlls/d3d10core/device.c
+3
-3
device.c
dlls/d3d10core/tests/device.c
+12
-2
view.c
dlls/d3d10core/view.c
+10
-2
No files found.
dlls/d3d10core/d3d10core_private.h
View file @
539a579d
...
...
@@ -153,9 +153,10 @@ struct d3d10_shader_resource_view
D3D10_SHADER_RESOURCE_VIEW_DESC
desc
;
ID3D10Resource
*
resource
;
ID3D10Device1
*
device
;
};
HRESULT
d3d10_shader_resource_view_init
(
struct
d3d10_shader_resource_view
*
view
,
HRESULT
d3d10_shader_resource_view_init
(
struct
d3d10_shader_resource_view
*
view
,
struct
d3d10_device
*
device
,
ID3D10Resource
*
resource
,
const
D3D10_SHADER_RESOURCE_VIEW_DESC
*
desc
)
DECLSPEC_HIDDEN
;
/* ID3D10InputLayout */
...
...
dlls/d3d10core/device.c
View file @
539a579d
...
...
@@ -1163,16 +1163,16 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateTexture3D(ID3D10Device1 *ifa
static
HRESULT
STDMETHODCALLTYPE
d3d10_device_CreateShaderResourceView
(
ID3D10Device1
*
iface
,
ID3D10Resource
*
resource
,
const
D3D10_SHADER_RESOURCE_VIEW_DESC
*
desc
,
ID3D10ShaderResourceView
**
view
)
{
struct
d3d10_device
*
device
=
impl_from_ID3D10Device
(
iface
);
struct
d3d10_shader_resource_view
*
object
;
HRESULT
hr
;
TRACE
(
"iface %p, resource %p, desc %p, view %p.
\n
"
,
iface
,
resource
,
desc
,
view
);
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
if
(
!
object
)
if
(
!
(
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
))))
return
E_OUTOFMEMORY
;
if
(
FAILED
(
hr
=
d3d10_shader_resource_view_init
(
object
,
resource
,
desc
)))
if
(
FAILED
(
hr
=
d3d10_shader_resource_view_init
(
object
,
device
,
resource
,
desc
)))
{
WARN
(
"Failed to initialize shader resource view, hr %#x.
\n
"
,
hr
);
HeapFree
(
GetProcessHeap
(),
0
,
object
);
...
...
dlls/d3d10core/tests/device.c
View file @
539a579d
...
...
@@ -360,12 +360,12 @@ static void test_create_shader_resource_view(void)
{
D3D10_SHADER_RESOURCE_VIEW_DESC
srv_desc
;
D3D10_TEXTURE2D_DESC
texture_desc
;
ULONG
refcount
,
expected_refcount
;
ID3D10ShaderResourceView
*
srview
;
D3D10_BUFFER_DESC
buffer_desc
;
ID3D10Device
*
device
,
*
tmp
;
ID3D10Texture2D
*
texture
;
ID3D10Buffer
*
buffer
;
ID3D10Device
*
device
;
ULONG
refcount
;
HRESULT
hr
;
if
(
!
(
device
=
create_device
()))
...
...
@@ -391,8 +391,18 @@ static void test_create_shader_resource_view(void)
U
(
srv_desc
).
Buffer
.
ElementOffset
=
0
;
U
(
srv_desc
).
Buffer
.
ElementWidth
=
64
;
expected_refcount
=
get_refcount
((
IUnknown
*
)
device
)
+
1
;
hr
=
ID3D10Device_CreateShaderResourceView
(
device
,
(
ID3D10Resource
*
)
buffer
,
&
srv_desc
,
&
srview
);
ok
(
SUCCEEDED
(
hr
),
"Failed to create a shader resource view, hr %#x
\n
"
,
hr
);
refcount
=
get_refcount
((
IUnknown
*
)
device
);
ok
(
refcount
>=
expected_refcount
,
"Got unexpected refcount %u, expected >= %u.
\n
"
,
refcount
,
expected_refcount
);
tmp
=
NULL
;
expected_refcount
=
refcount
+
1
;
ID3D10ShaderResourceView_GetDevice
(
srview
,
&
tmp
);
ok
(
tmp
==
device
,
"Got unexpected device %p, expected %p.
\n
"
,
tmp
,
device
);
refcount
=
get_refcount
((
IUnknown
*
)
device
);
ok
(
refcount
==
expected_refcount
,
"Got unexpected refcount %u, expected %u.
\n
"
,
refcount
,
expected_refcount
);
ID3D10Device_Release
(
tmp
);
ID3D10ShaderResourceView_Release
(
srview
);
ID3D10Buffer_Release
(
buffer
);
...
...
dlls/d3d10core/view.c
View file @
539a579d
...
...
@@ -772,6 +772,7 @@ static ULONG STDMETHODCALLTYPE d3d10_shader_resource_view_Release(ID3D10ShaderRe
if
(
!
refcount
)
{
ID3D10Resource_Release
(
This
->
resource
);
ID3D10Device1_Release
(
This
->
device
);
HeapFree
(
GetProcessHeap
(),
0
,
This
);
}
...
...
@@ -783,7 +784,12 @@ static ULONG STDMETHODCALLTYPE d3d10_shader_resource_view_Release(ID3D10ShaderRe
static
void
STDMETHODCALLTYPE
d3d10_shader_resource_view_GetDevice
(
ID3D10ShaderResourceView
*
iface
,
ID3D10Device
**
device
)
{
FIXME
(
"iface %p, device %p stub!
\n
"
,
iface
,
device
);
struct
d3d10_shader_resource_view
*
view
=
impl_from_ID3D10ShaderResourceView
(
iface
);
TRACE
(
"iface %p, device %p.
\n
"
,
iface
,
device
);
*
device
=
(
ID3D10Device
*
)
view
->
device
;
ID3D10Device_AddRef
(
*
device
);
}
static
HRESULT
STDMETHODCALLTYPE
d3d10_shader_resource_view_GetPrivateData
(
ID3D10ShaderResourceView
*
iface
,
...
...
@@ -854,7 +860,7 @@ static const struct ID3D10ShaderResourceViewVtbl d3d10_shader_resource_view_vtbl
d3d10_shader_resource_view_GetDesc
,
};
HRESULT
d3d10_shader_resource_view_init
(
struct
d3d10_shader_resource_view
*
view
,
HRESULT
d3d10_shader_resource_view_init
(
struct
d3d10_shader_resource_view
*
view
,
struct
d3d10_device
*
device
,
ID3D10Resource
*
resource
,
const
D3D10_SHADER_RESOURCE_VIEW_DESC
*
desc
)
{
HRESULT
hr
;
...
...
@@ -874,6 +880,8 @@ HRESULT d3d10_shader_resource_view_init(struct d3d10_shader_resource_view *view,
view
->
resource
=
resource
;
ID3D10Resource_AddRef
(
resource
);
view
->
device
=
&
device
->
ID3D10Device1_iface
;
ID3D10Device1_AddRef
(
view
->
device
);
return
S_OK
;
}
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