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wine
wine-winehq
Commits
dde50a47
Commit
dde50a47
authored
Sep 23, 2009
by
Henri Verbeet
Committed by
Alexandre Julliard
Sep 24, 2009
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Plain Diff
d3d10core: Add a separate function for d3d10_pixel_shader initialization.
parent
8aea1b13
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Showing
3 changed files
with
38 additions
and
23 deletions
+38
-23
d3d10core_private.h
dlls/d3d10core/d3d10core_private.h
+3
-3
device.c
dlls/d3d10core/device.c
+3
-18
shader.c
dlls/d3d10core/shader.c
+32
-2
No files found.
dlls/d3d10core/d3d10core_private.h
View file @
dde50a47
...
...
@@ -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
;
...
...
dlls/d3d10core/device.c
View file @
dde50a47
...
...
@@ -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
;
...
...
dlls/d3d10core/shader.c
View file @
dde50a47
...
...
@@ -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
;
}
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