Commit dde50a47 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

d3d10core: Add a separate function for d3d10_pixel_shader initialization.

parent 8aea1b13
......@@ -153,7 +153,6 @@ struct d3d10_geometry_shader
};
/* ID3D10PixelShader */
extern const struct ID3D10PixelShaderVtbl d3d10_pixel_shader_vtbl DECLSPEC_HIDDEN;
struct d3d10_pixel_shader
{
const struct ID3D10PixelShaderVtbl *vtbl;
......@@ -163,8 +162,9 @@ struct d3d10_pixel_shader
struct wined3d_shader_signature output_signature;
};
HRESULT shader_extract_from_dxbc(const void *dxbc, SIZE_T dxbc_length,
struct d3d10_shader_info *shader_info) DECLSPEC_HIDDEN;
HRESULT d3d10_pixel_shader_init(struct d3d10_pixel_shader *shader, struct d3d10_device *device,
const void *byte_code, SIZE_T byte_code_length) DECLSPEC_HIDDEN;
HRESULT shader_parse_signature(const char *data, DWORD data_size, struct wined3d_shader_signature *s) DECLSPEC_HIDDEN;
void shader_free_signature(struct wined3d_shader_signature *s) DECLSPEC_HIDDEN;
......
......@@ -1001,7 +1001,6 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreatePixelShader(ID3D10Device *if
{
struct d3d10_device *This = (struct d3d10_device *)iface;
struct d3d10_pixel_shader *object;
struct d3d10_shader_info shader_info;
HRESULT hr;
TRACE("iface %p, byte_code %p, byte_code_length %lu, shader %p\n",
......@@ -1014,29 +1013,15 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreatePixelShader(ID3D10Device *if
return E_OUTOFMEMORY;
}
object->vtbl = &d3d10_pixel_shader_vtbl;
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))
{
ERR("Failed to extract shader, hr %#x\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
hr = IWineD3DDevice_CreatePixelShader(This->wined3d_device,
shader_info.shader_code, &object->output_signature,
&object->wined3d_shader, (IUnknown *)object);
hr = d3d10_pixel_shader_init(object, This, byte_code, byte_code_length);
if (FAILED(hr))
{
ERR("CreatePixelShader failed, hr %#x\n", hr);
shader_free_signature(&object->output_signature);
WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created pixel shader %p.\n", object);
*shader = (ID3D10PixelShader *)object;
return S_OK;
......
......@@ -48,7 +48,7 @@ static HRESULT shdr_handler(const char *data, DWORD data_size, DWORD tag, void *
return S_OK;
}
HRESULT shader_extract_from_dxbc(const void *dxbc, SIZE_T dxbc_length, struct d3d10_shader_info *shader_info)
static HRESULT shader_extract_from_dxbc(const void *dxbc, SIZE_T dxbc_length, struct d3d10_shader_info *shader_info)
{
HRESULT hr;
......@@ -447,7 +447,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_pixel_shader_SetPrivateDataInterface(ID3D
return E_NOTIMPL;
}
const struct ID3D10PixelShaderVtbl d3d10_pixel_shader_vtbl =
static const struct ID3D10PixelShaderVtbl d3d10_pixel_shader_vtbl =
{
/* IUnknown methods */
d3d10_pixel_shader_QueryInterface,
......@@ -459,3 +459,33 @@ const struct ID3D10PixelShaderVtbl d3d10_pixel_shader_vtbl =
d3d10_pixel_shader_SetPrivateData,
d3d10_pixel_shader_SetPrivateDataInterface,
};
HRESULT d3d10_pixel_shader_init(struct d3d10_pixel_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_pixel_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_CreatePixelShader(device->wined3d_device,
shader_info.shader_code, &shader->output_signature,
&shader->wined3d_shader, (IUnknown *)shader);
if (FAILED(hr))
{
WARN("Failed to create wined3d pixel shader, hr %#x.\n", hr);
shader_free_signature(&shader->output_signature);
return hr;
}
return S_OK;
}
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