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>
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@ -397,3 +397,14 @@ HRESULT WINAPI D3DX10CreateAsyncResourceLoaderW(HMODULE module, const WCHAR *res
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return S_OK;
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return S_OK;
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}
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}
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HRESULT WINAPI D3DX10PreprocessShaderFromMemory(const char *data, SIZE_T data_size, const char *filename,
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const D3D10_SHADER_MACRO *defines, ID3DInclude *include, ID3DX10ThreadPump *pump, ID3D10Blob **shader_text,
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ID3D10Blob **errors, HRESULT *hresult)
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{
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FIXME("data %s, data_size %lu, filename %s, defines %p, include %p, pump %p, shader_text %p, errors %p, "
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"hresult %p stub!\n",
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debugstr_a(data), data_size, debugstr_a(filename), defines, include, pump, shader_text, errors, hresult);
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return E_NOTIMPL;
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}
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@ -57,7 +57,7 @@
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@ stub D3DX10LoadTextureFromTexture(ptr ptr ptr)
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@ stub D3DX10LoadTextureFromTexture(ptr ptr ptr)
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@ stub D3DX10PreprocessShaderFromFileA(str ptr ptr ptr ptr ptr)
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@ stub D3DX10PreprocessShaderFromFileA(str ptr ptr ptr ptr ptr)
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@ stub D3DX10PreprocessShaderFromFileW(wstr ptr ptr ptr ptr ptr)
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@ stub D3DX10PreprocessShaderFromFileW(wstr ptr ptr ptr ptr ptr)
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@ stub D3DX10PreprocessShaderFromMemory(str long str ptr ptr ptr ptr ptr)
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@ stdcall D3DX10PreprocessShaderFromMemory(str long str ptr ptr ptr ptr ptr ptr)
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@ stub D3DX10PreprocessShaderFromResourceA(long str str ptr ptr ptr ptr ptr)
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@ stub D3DX10PreprocessShaderFromResourceA(long str str ptr ptr ptr ptr ptr)
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@ stub D3DX10PreprocessShaderFromResourceW(long wstr wstr ptr ptr ptr ptr ptr)
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@ stub D3DX10PreprocessShaderFromResourceW(long wstr wstr ptr ptr ptr ptr ptr)
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@ stub D3DX10SHProjectCubeMap(long ptr ptr ptr ptr)
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@ stub D3DX10SHProjectCubeMap(long ptr ptr ptr ptr)
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@ -54,6 +54,10 @@ HRESULT WINAPI D3DX10CreateEffectPoolFromMemory(const void *data, SIZE_T datasiz
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UINT fxflags, ID3D10Device *device, ID3DX10ThreadPump *pump, ID3D10EffectPool **effectpool,
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UINT fxflags, ID3D10Device *device, ID3DX10ThreadPump *pump, ID3D10EffectPool **effectpool,
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ID3D10Blob **errors, HRESULT *hresult);
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ID3D10Blob **errors, HRESULT *hresult);
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HRESULT WINAPI D3DX10PreprocessShaderFromMemory(const char *data, SIZE_T data_size, const char *filename,
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const D3D10_SHADER_MACRO *defines, ID3DInclude *include, ID3DX10ThreadPump *pump, ID3D10Blob **shader_text,
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ID3D10Blob **errors, HRESULT *hresult);
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HRESULT WINAPI D3DX10CreateAsyncFileLoaderW(const WCHAR *filename, ID3DX10DataLoader **loader);
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HRESULT WINAPI D3DX10CreateAsyncFileLoaderW(const WCHAR *filename, ID3DX10DataLoader **loader);
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HRESULT WINAPI D3DX10CreateAsyncFileLoaderA(const char *filename, ID3DX10DataLoader **loader);
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HRESULT WINAPI D3DX10CreateAsyncFileLoaderA(const char *filename, ID3DX10DataLoader **loader);
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HRESULT WINAPI D3DX10CreateAsyncMemoryLoader(const void *data, SIZE_T datasize, ID3DX10DataLoader **loader);
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HRESULT WINAPI D3DX10CreateAsyncMemoryLoader(const void *data, SIZE_T datasize, ID3DX10DataLoader **loader);
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