d3dx10: Forward D3DX10CreateEffectFromFileA() to D3DX10CreateEffectFromFileW().
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -18,6 +18,7 @@
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*/
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#include "wine/debug.h"
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#include "wine/heap.h"
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#define COBJMACROS
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@ -93,3 +94,32 @@ HRESULT WINAPI D3DX10CreateEffectFromFileW(const WCHAR *filename, const D3D10_SH
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return hr;
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}
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HRESULT WINAPI D3DX10CreateEffectFromFileA(const char *filename, const D3D10_SHADER_MACRO *defines,
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ID3D10Include *include, const char *profile, UINT shader_flags, UINT effect_flags,
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ID3D10Device *device, ID3D10EffectPool *effect_pool, ID3DX10ThreadPump *pump,
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ID3D10Effect **effect, ID3D10Blob **errors, HRESULT *hresult)
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{
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WCHAR *filenameW;
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HRESULT hr;
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int len;
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TRACE("filename %s, defines %p, include %p, profile %s, shader_flags %#x, effect_flags %#x, "
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"device %p, effect_pool %p, pump %p, effect %p, errors %p, hresult %p.\n",
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debugstr_a(filename), defines, include, debugstr_a(profile), shader_flags, effect_flags,
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device, effect_pool, pump, effect, errors, hresult);
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if (!filename)
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return E_INVALIDARG;
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len = MultiByteToWideChar(CP_ACP, 0, filename, -1, NULL, 0);
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if (!(filenameW = heap_alloc(len * sizeof(*filenameW))))
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return E_OUTOFMEMORY;
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MultiByteToWideChar(CP_ACP, 0, filename, -1, filenameW, len);
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hr = D3DX10CreateEffectFromFileW(filenameW, defines, include, profile, shader_flags,
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effect_flags, device, effect_pool, pump, effect, errors, hresult);
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heap_free(filenameW);
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return hr;
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}
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@ -48,19 +48,6 @@ BOOL WINAPI D3DX10CheckVersion(UINT d3dsdkvers, UINT d3dxsdkvers)
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return FALSE;
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}
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HRESULT WINAPI D3DX10CreateEffectFromFileA(const char *filename, const D3D10_SHADER_MACRO *defines,
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ID3D10Include *include, const char *profile, UINT hlslflags, UINT fxflags, ID3D10Device *device,
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ID3D10EffectPool *effectpool, ID3DX10ThreadPump *pump, ID3D10Effect **effect, ID3D10Blob **errors,
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HRESULT *hresult)
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{
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FIXME("filename %s, defines %p, include %p, profile %s, hlslflags %#x, fxflags %#x, "
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"device %p, effectpool %p, pump %p, effect %p, errors %p, hresult %p\n",
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debugstr_a(filename), defines, include, debugstr_a(profile), hlslflags, fxflags,
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device, effectpool, pump, effect, errors, hresult);
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return E_NOTIMPL;
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}
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HRESULT WINAPI D3DX10CreateEffectPoolFromMemory(const void *data, SIZE_T datasize, const char *filename,
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const D3D10_SHADER_MACRO *defines, ID3D10Include *include, const char *profile, UINT hlslflags,
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UINT fxflags, ID3D10Device *device, ID3DX10ThreadPump *pump, ID3D10EffectPool **effectpool,
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