d3d10: Implement ID3D10EffectPass::GetVertexShaderDesc().

This commit is contained in:
Rico Schüller 2010-01-24 14:25:52 +01:00 committed by Alexandre Julliard
parent ef47f8d336
commit 07b96240f1
2 changed files with 37 additions and 5 deletions

View File

@ -56,6 +56,7 @@ struct d3d10_effect_object
struct d3d10_effect_pass *pass;
enum d3d10_effect_object_type type;
DWORD idx_offset;
DWORD index;
void *data;
};

View File

@ -906,7 +906,7 @@ static HRESULT parse_fx10_anonymous_shader(struct d3d10_effect *e, struct d3d10_
static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char **ptr, const char *data)
{
const char *data_ptr = NULL;
DWORD offset, index;
DWORD offset;
enum d3d10_effect_object_operation operation;
HRESULT hr;
struct d3d10_effect *effect = o->pass->technique->effect;
@ -914,8 +914,8 @@ static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char **ptr
read_dword(ptr, &o->type);
TRACE("Effect object is of type %#x.\n", o->type);
read_dword(ptr, &index);
TRACE("Effect object index %#x.\n", index);
read_dword(ptr, &o->index);
TRACE("Effect object index %#x.\n", o->index);
read_dword(ptr, &operation);
TRACE("Effect object operation %#x.\n", operation);
@ -2379,9 +2379,40 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_GetDesc(ID3D10EffectPass *ifa
static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_GetVertexShaderDesc(ID3D10EffectPass *iface,
D3D10_PASS_SHADER_DESC *desc)
{
FIXME("iface %p, desc %p stub!\n", iface, desc);
struct d3d10_effect_pass *This = (struct d3d10_effect_pass *)iface;
unsigned int i;
return E_NOTIMPL;
TRACE("iface %p, desc %p\n", iface, desc);
if (This == &null_pass)
{
WARN("Null pass specified\n");
return E_FAIL;
}
if (!desc)
{
WARN("Invalid argument specified\n");
return E_INVALIDARG;
}
for (i = 0; i < This->object_count; ++i)
{
struct d3d10_effect_object *o = &This->objects[i];
if (o->type == D3D10_EOT_VERTEXSHADER)
{
desc->pShaderVariable = o->data;
desc->ShaderIndex = o->index;
return S_OK;
}
}
TRACE("Returning null_shader_variable\n");
desc->pShaderVariable = (ID3D10EffectShaderVariable *)&null_shader_variable;
desc->ShaderIndex = 0;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_GetGeometryShaderDesc(ID3D10EffectPass *iface,