d3dx10: Add D3DX10PreprocessShaderFromMemory stub.

Signed-off-by: Andrey Gusev <andrey.goosev@gmail.com>
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Andrey Gusev 2017-11-09 16:25:05 +02:00 committed by Alexandre Julliard
parent 79b6035441
commit 010119085b
3 changed files with 16 additions and 1 deletions

View File

@ -397,3 +397,14 @@ HRESULT WINAPI D3DX10CreateAsyncResourceLoaderW(HMODULE module, const WCHAR *res
return S_OK;
}
HRESULT WINAPI D3DX10PreprocessShaderFromMemory(const char *data, SIZE_T data_size, const char *filename,
const D3D10_SHADER_MACRO *defines, ID3DInclude *include, ID3DX10ThreadPump *pump, ID3D10Blob **shader_text,
ID3D10Blob **errors, HRESULT *hresult)
{
FIXME("data %s, data_size %lu, filename %s, defines %p, include %p, pump %p, shader_text %p, errors %p, "
"hresult %p stub!\n",
debugstr_a(data), data_size, debugstr_a(filename), defines, include, pump, shader_text, errors, hresult);
return E_NOTIMPL;
}

View File

@ -57,7 +57,7 @@
@ stub D3DX10LoadTextureFromTexture(ptr ptr ptr)
@ stub D3DX10PreprocessShaderFromFileA(str ptr ptr ptr ptr ptr)
@ stub D3DX10PreprocessShaderFromFileW(wstr ptr ptr ptr ptr ptr)
@ stub D3DX10PreprocessShaderFromMemory(str long str ptr ptr ptr ptr ptr)
@ stdcall D3DX10PreprocessShaderFromMemory(str long str ptr ptr ptr ptr ptr ptr)
@ stub D3DX10PreprocessShaderFromResourceA(long str str ptr ptr ptr ptr ptr)
@ stub D3DX10PreprocessShaderFromResourceW(long wstr wstr ptr ptr ptr ptr ptr)
@ stub D3DX10SHProjectCubeMap(long ptr ptr ptr ptr)

View File

@ -54,6 +54,10 @@ HRESULT WINAPI D3DX10CreateEffectPoolFromMemory(const void *data, SIZE_T datasiz
UINT fxflags, ID3D10Device *device, ID3DX10ThreadPump *pump, ID3D10EffectPool **effectpool,
ID3D10Blob **errors, HRESULT *hresult);
HRESULT WINAPI D3DX10PreprocessShaderFromMemory(const char *data, SIZE_T data_size, const char *filename,
const D3D10_SHADER_MACRO *defines, ID3DInclude *include, ID3DX10ThreadPump *pump, ID3D10Blob **shader_text,
ID3D10Blob **errors, HRESULT *hresult);
HRESULT WINAPI D3DX10CreateAsyncFileLoaderW(const WCHAR *filename, ID3DX10DataLoader **loader);
HRESULT WINAPI D3DX10CreateAsyncFileLoaderA(const char *filename, ID3DX10DataLoader **loader);
HRESULT WINAPI D3DX10CreateAsyncMemoryLoader(const void *data, SIZE_T datasize, ID3DX10DataLoader **loader);