d3d10: Add a D3D10CompileEffectFromMemory() stub.
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@ -1,4 +1,4 @@
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@ stub D3D10CompileEffectFromMemory
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@ stdcall D3D10CompileEffectFromMemory(ptr long ptr ptr ptr long long ptr ptr)
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@ stdcall D3D10CompileShader(ptr long str ptr ptr str str long ptr ptr)
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@ stdcall D3D10CompileShader(ptr long str ptr ptr str str long ptr ptr)
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@ stdcall D3D10CreateBlob(long ptr) d3dcompiler_43.D3DCreateBlob
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@ stdcall D3D10CreateBlob(long ptr) d3dcompiler_43.D3DCreateBlob
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@ stdcall D3D10CreateDevice(ptr long ptr long long ptr)
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@ stdcall D3D10CreateDevice(ptr long ptr long long ptr)
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@ -243,6 +243,24 @@ HRESULT WINAPI D3D10CreateEffectFromMemory(void *data, SIZE_T data_size, UINT fl
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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 D3D10CompileEffectFromMemory(void *data, SIZE_T data_size, const char *filename,
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const D3D10_SHADER_MACRO *defines, ID3D10Include *include, UINT hlsl_flags, UINT fx_flags,
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ID3D10Blob **effect, ID3D10Blob **errors)
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{
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FIXME("data %p, data_size %lu, filename %s, defines %p, include %p,"
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" hlsl_flags %#x, fx_flags %#x, effect %p, errors %p stub!\n",
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data, data_size, wine_dbgstr_a(filename), defines, include,
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hlsl_flags, fx_flags, effect, errors);
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if (effect)
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*effect = NULL;
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if (errors)
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*errors = NULL;
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return E_NOTIMPL;
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}
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LPCSTR WINAPI D3D10GetVertexShaderProfile(ID3D10Device *device)
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LPCSTR WINAPI D3D10GetVertexShaderProfile(ID3D10Device *device)
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{
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{
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FIXME("device %p stub!\n", device);
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FIXME("device %p stub!\n", device);
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@ -827,6 +827,9 @@ DECLARE_INTERFACE_(ID3D10StateBlock, IUnknown)
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extern "C" {
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extern "C" {
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#endif
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#endif
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HRESULT WINAPI D3D10CompileEffectFromMemory(void *data, SIZE_T data_size, const char *filename,
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const D3D10_SHADER_MACRO *defines, ID3D10Include *include, UINT hlsl_flags, UINT fx_flags,
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ID3D10Blob **effect, ID3D10Blob **errors);
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HRESULT WINAPI D3D10CreateEffectFromMemory(void *data, SIZE_T data_size, UINT flags,
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HRESULT WINAPI D3D10CreateEffectFromMemory(void *data, SIZE_T data_size, UINT flags,
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ID3D10Device *device, ID3D10EffectPool *effect_pool, ID3D10Effect **effect);
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ID3D10Device *device, ID3D10EffectPool *effect_pool, ID3D10Effect **effect);
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HRESULT WINAPI D3D10CreateStateBlock(ID3D10Device *device,
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HRESULT WINAPI D3D10CreateStateBlock(ID3D10Device *device,
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