Commit 8607be1f authored by Rico Schüller's avatar Rico Schüller Committed by Alexandre Julliard

d3d10: Forward D3D10GetInputAndOutputSignatureBlob() to d3dcompiler.

parent 930f7ed3
...@@ -9,7 +9,7 @@ ...@@ -9,7 +9,7 @@
@ stub D3D10DisassembleEffect @ stub D3D10DisassembleEffect
@ stub D3D10DisassembleShader @ stub D3D10DisassembleShader
@ stdcall D3D10GetGeometryShaderProfile(ptr) @ stdcall D3D10GetGeometryShaderProfile(ptr)
@ stub D3D10GetInputAndOutputSignatureBlob @ stdcall D3D10GetInputAndOutputSignatureBlob(ptr long ptr) d3dcompiler_43.D3DGetInputAndOutputSignatureBlob
@ stdcall D3D10GetInputSignatureBlob(ptr long ptr) d3dcompiler_43.D3DGetInputSignatureBlob @ stdcall D3D10GetInputSignatureBlob(ptr long ptr) d3dcompiler_43.D3DGetInputSignatureBlob
@ stdcall D3D10GetOutputSignatureBlob(ptr long ptr) d3dcompiler_43.D3DGetOutputSignatureBlob @ stdcall D3D10GetOutputSignatureBlob(ptr long ptr) d3dcompiler_43.D3DGetOutputSignatureBlob
@ stdcall D3D10GetPixelShaderProfile(ptr) @ stdcall D3D10GetPixelShaderProfile(ptr)
......
...@@ -292,5 +292,6 @@ LPCSTR WINAPI D3D10GetPixelShaderProfile(ID3D10Device *device); ...@@ -292,5 +292,6 @@ LPCSTR WINAPI D3D10GetPixelShaderProfile(ID3D10Device *device);
HRESULT WINAPI D3D10ReflectShader(const void *data, SIZE_T data_size, ID3D10ShaderReflection **reflector); HRESULT WINAPI D3D10ReflectShader(const void *data, SIZE_T data_size, ID3D10ShaderReflection **reflector);
HRESULT WINAPI D3D10GetInputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob); HRESULT WINAPI D3D10GetInputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob);
HRESULT WINAPI D3D10GetOutputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob); HRESULT WINAPI D3D10GetOutputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob);
HRESULT WINAPI D3D10GetInputAndOutputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob);
#endif /* __WINE_D3D10SHADER_H */ #endif /* __WINE_D3D10SHADER_H */
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