d3d10: Add impl_from_ID3D10EffectShaderVariable.

Signed-off-by: Connor McAdams <conmanx360@gmail.com>
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Connor McAdams 2020-03-25 14:16:26 -04:00 committed by Alexandre Julliard
parent 8ea5b759ef
commit 176c1c6b4c
1 changed files with 14 additions and 9 deletions

View File

@ -124,6 +124,11 @@ static inline struct d3d10_effect_variable *impl_from_ID3D10EffectVariable(ID3D1
return CONTAINING_RECORD(iface, struct d3d10_effect_variable, ID3D10EffectVariable_iface);
}
static inline struct d3d10_effect_variable *impl_from_ID3D10EffectShaderVariable(ID3D10EffectShaderVariable *iface)
{
return CONTAINING_RECORD(iface, struct d3d10_effect_variable, ID3D10EffectVariable_iface);
}
struct d3d10_effect_state_property_info
{
UINT id;
@ -6639,7 +6644,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetShaderDesc(
static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetVertexShader(
ID3D10EffectShaderVariable *iface, UINT index, ID3D10VertexShader **shader)
{
struct d3d10_effect_variable *v = impl_from_ID3D10EffectVariable((ID3D10EffectVariable *)iface);
struct d3d10_effect_variable *v = impl_from_ID3D10EffectShaderVariable(iface);
TRACE("iface %p, index %u, shader %p.\n", iface, index, shader);
@ -6661,7 +6666,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetVertexShader(
static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetGeometryShader(
ID3D10EffectShaderVariable *iface, UINT index, ID3D10GeometryShader **shader)
{
struct d3d10_effect_variable *v = impl_from_ID3D10EffectVariable((ID3D10EffectVariable *)iface);
struct d3d10_effect_variable *v = impl_from_ID3D10EffectShaderVariable(iface);
TRACE("iface %p, index %u, shader %p.\n", iface, index, shader);
@ -6683,7 +6688,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetGeometryShader(
static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetPixelShader(
ID3D10EffectShaderVariable *iface, UINT index, ID3D10PixelShader **shader)
{
struct d3d10_effect_variable *v = impl_from_ID3D10EffectVariable((ID3D10EffectVariable *)iface);
struct d3d10_effect_variable *v = impl_from_ID3D10EffectShaderVariable(iface);
TRACE("iface %p, index %u, shader %p.\n", iface, index, shader);
@ -6706,7 +6711,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetInputSignatureE
ID3D10EffectShaderVariable *iface, UINT shader_index, UINT element_index,
D3D10_SIGNATURE_PARAMETER_DESC *desc)
{
struct d3d10_effect_variable *This = (struct d3d10_effect_variable *)iface;
struct d3d10_effect_variable *v = impl_from_ID3D10EffectShaderVariable(iface);
struct d3d10_effect_shader_variable *s;
D3D10_SIGNATURE_PARAMETER_DESC *d;
@ -6720,13 +6725,13 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetInputSignatureE
}
/* Check shader_index, this crashes on W7/DX10 */
if (shader_index >= This->effect->used_shader_count)
if (shader_index >= v->effect->used_shader_count)
{
WARN("This should crash on W7/DX10!\n");
return E_FAIL;
}
s = &This->effect->used_shaders[shader_index]->u.shader;
s = &v->effect->used_shaders[shader_index]->u.shader;
if (!s->input_signature.signature)
{
WARN("No shader signature\n");
@ -6762,7 +6767,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetOutputSignature
ID3D10EffectShaderVariable *iface, UINT shader_index, UINT element_index,
D3D10_SIGNATURE_PARAMETER_DESC *desc)
{
struct d3d10_effect_variable *This = (struct d3d10_effect_variable *)iface;
struct d3d10_effect_variable *v = impl_from_ID3D10EffectShaderVariable(iface);
struct d3d10_effect_shader_variable *s;
D3D10_SIGNATURE_PARAMETER_DESC *d;
@ -6776,13 +6781,13 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetOutputSignature
}
/* Check shader_index, this crashes on W7/DX10 */
if (shader_index >= This->effect->used_shader_count)
if (shader_index >= v->effect->used_shader_count)
{
WARN("This should crash on W7/DX10!\n");
return E_FAIL;
}
s = &This->effect->used_shaders[shader_index]->u.shader;
s = &v->effect->used_shaders[shader_index]->u.shader;
if (!s->output_signature.signature)
{
WARN("No shader signature\n");