Commit 8972105e authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

d3d11: Implement d3d11_device_CreateShaderResourceView().

parent 487cf3d5
......@@ -202,8 +202,8 @@ struct d3d_shader_resource_view
ID3D11Device *device;
};
HRESULT d3d_shader_resource_view_init(struct d3d_shader_resource_view *view, struct d3d_device *device,
ID3D11Resource *resource, const D3D11_SHADER_RESOURCE_VIEW_DESC *desc) DECLSPEC_HIDDEN;
HRESULT d3d_shader_resource_view_create(struct d3d_device *device, ID3D11Resource *resource,
const D3D11_SHADER_RESOURCE_VIEW_DESC *desc, struct d3d_shader_resource_view **view) DECLSPEC_HIDDEN;
struct d3d_shader_resource_view *unsafe_impl_from_ID3D10ShaderResourceView(
ID3D10ShaderResourceView *iface) DECLSPEC_HIDDEN;
......
......@@ -119,9 +119,18 @@ static HRESULT STDMETHODCALLTYPE d3d11_device_CreateTexture3D(ID3D11Device *ifac
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateShaderResourceView(ID3D11Device *iface,
ID3D11Resource *resource, const D3D11_SHADER_RESOURCE_VIEW_DESC *desc, ID3D11ShaderResourceView **view)
{
FIXME("iface %p, resource %p, desc %p, view %p stub!\n", iface, resource, desc, view);
struct d3d_device *device = impl_from_ID3D11Device(iface);
struct d3d_shader_resource_view *object;
HRESULT hr;
return E_NOTIMPL;
TRACE("iface %p, resource %p, desc %p, view %p.\n", iface, resource, desc, view);
if (FAILED(hr = d3d_shader_resource_view_create(device, resource, desc, &object)))
return hr;
*view = &object->ID3D11ShaderResourceView_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateUnorderedAccessView(ID3D11Device *iface,
......@@ -147,7 +156,6 @@ static HRESULT STDMETHODCALLTYPE d3d11_device_CreateRenderTargetView(ID3D11Devic
*view = &object->ID3D11RenderTargetView_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateDepthStencilView(ID3D11Device *iface,
......@@ -2113,28 +2121,18 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateShaderResourceView(ID3D10Dev
TRACE("iface %p, resource %p, desc %p, view %p.\n", iface, resource, desc, view);
if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
return E_OUTOFMEMORY;
if (FAILED(hr = ID3D10Resource_QueryInterface(resource, &IID_ID3D11Resource, (void **)&d3d11_resource)))
{
ERR("Resource does not implement ID3D11Resource.\n");
HeapFree(GetProcessHeap(), 0, object);
return E_FAIL;
}
if (FAILED(hr = d3d_shader_resource_view_init(object, device, d3d11_resource,
(const D3D11_SHADER_RESOURCE_VIEW_DESC *)desc)))
{
WARN("Failed to initialize shader resource view, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
ID3D11Resource_Release(d3d11_resource);
return hr;
}
hr = d3d_shader_resource_view_create(device, d3d11_resource, (const D3D11_SHADER_RESOURCE_VIEW_DESC *)desc,
&object);
ID3D11Resource_Release(d3d11_resource);
if (FAILED(hr))
return hr;
TRACE("Created shader resource view %p.\n", object);
*view = &object->ID3D10ShaderResourceView_iface;
return S_OK;
......
......@@ -1449,7 +1449,7 @@ static const struct ID3D10ShaderResourceViewVtbl d3d10_shader_resource_view_vtbl
d3d10_shader_resource_view_GetDesc,
};
HRESULT d3d_shader_resource_view_init(struct d3d_shader_resource_view *view, struct d3d_device *device,
static HRESULT d3d_shader_resource_view_init(struct d3d_shader_resource_view *view, struct d3d_device *device,
ID3D11Resource *resource, const D3D11_SHADER_RESOURCE_VIEW_DESC *desc)
{
struct wined3d_resource *wined3d_resource;
......@@ -1493,6 +1493,28 @@ HRESULT d3d_shader_resource_view_init(struct d3d_shader_resource_view *view, str
return S_OK;
}
HRESULT d3d_shader_resource_view_create(struct d3d_device *device, ID3D11Resource *resource,
const D3D11_SHADER_RESOURCE_VIEW_DESC *desc, struct d3d_shader_resource_view **view)
{
struct d3d_shader_resource_view *object;
HRESULT hr;
if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
return E_OUTOFMEMORY;
if (FAILED(hr = d3d_shader_resource_view_init(object, device, resource, desc)))
{
WARN("Failed to initialize shader resource view, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created shader resource view %p.\n", object);
*view = object;
return S_OK;
}
struct d3d_shader_resource_view *unsafe_impl_from_ID3D10ShaderResourceView(ID3D10ShaderResourceView *iface)
{
if (!iface)
......
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