d3d11: Implement d3d11_device_CreateVertexShader().
This commit is contained in:
parent
32892beba9
commit
70fdfdb11b
|
@ -236,8 +236,8 @@ struct d3d_vertex_shader
|
|||
ID3D11Device *device;
|
||||
};
|
||||
|
||||
HRESULT d3d_vertex_shader_init(struct d3d_vertex_shader *shader, struct d3d_device *device,
|
||||
const void *byte_code, SIZE_T byte_code_length) DECLSPEC_HIDDEN;
|
||||
HRESULT d3d_vertex_shader_create(struct d3d_device *device, const void *byte_code, SIZE_T byte_code_length,
|
||||
struct d3d_vertex_shader **shader) DECLSPEC_HIDDEN;
|
||||
struct d3d_vertex_shader *unsafe_impl_from_ID3D10VertexShader(ID3D10VertexShader *iface) DECLSPEC_HIDDEN;
|
||||
|
||||
/* ID3D10GeometryShader */
|
||||
|
|
|
@ -199,10 +199,22 @@ static HRESULT STDMETHODCALLTYPE d3d11_device_CreateInputLayout(ID3D11Device *if
|
|||
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateVertexShader(ID3D11Device *iface, const void *byte_code,
|
||||
SIZE_T byte_code_length, ID3D11ClassLinkage *class_linkage, ID3D11VertexShader **shader)
|
||||
{
|
||||
FIXME("iface %p, byte_code %p, byte_code_length %lu, class_linkage %p, shader %p stub!\n",
|
||||
struct d3d_device *device = impl_from_ID3D11Device(iface);
|
||||
struct d3d_vertex_shader *object;
|
||||
HRESULT hr;
|
||||
|
||||
TRACE("iface %p, byte_code %p, byte_code_length %lu, class_linkage %p, shader %p.\n",
|
||||
iface, byte_code, byte_code_length, class_linkage, shader);
|
||||
|
||||
return E_NOTIMPL;
|
||||
if (class_linkage)
|
||||
FIXME("Class linkage is not implemented yet.\n");
|
||||
|
||||
if (FAILED(hr = d3d_vertex_shader_create(device, byte_code, byte_code_length, &object)))
|
||||
return hr;
|
||||
|
||||
*shader = &object->ID3D11VertexShader_iface;
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateGeometryShader(ID3D11Device *iface, const void *byte_code,
|
||||
|
@ -2237,26 +2249,16 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateInputLayout(ID3D10Device1 *i
|
|||
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device1 *iface,
|
||||
const void *byte_code, SIZE_T byte_code_length, ID3D10VertexShader **shader)
|
||||
{
|
||||
struct d3d_device *This = impl_from_ID3D10Device(iface);
|
||||
struct d3d_device *device = impl_from_ID3D10Device(iface);
|
||||
struct d3d_vertex_shader *object;
|
||||
HRESULT hr;
|
||||
|
||||
TRACE("iface %p, byte_code %p, byte_code_length %lu, shader %p\n",
|
||||
TRACE("iface %p, byte_code %p, byte_code_length %lu, shader %p.\n",
|
||||
iface, byte_code, byte_code_length, shader);
|
||||
|
||||
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
||||
if (!object)
|
||||
return E_OUTOFMEMORY;
|
||||
|
||||
hr = d3d_vertex_shader_init(object, This, byte_code, byte_code_length);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
|
||||
HeapFree(GetProcessHeap(), 0, object);
|
||||
if (FAILED(hr = d3d_vertex_shader_create(device, byte_code, byte_code_length, &object)))
|
||||
return hr;
|
||||
}
|
||||
|
||||
TRACE("Created vertex shader %p.\n", object);
|
||||
*shader = &object->ID3D10VertexShader_iface;
|
||||
|
||||
return S_OK;
|
||||
|
|
|
@ -359,7 +359,7 @@ static const struct wined3d_parent_ops d3d_vertex_shader_wined3d_parent_ops =
|
|||
d3d_vertex_shader_wined3d_object_destroyed,
|
||||
};
|
||||
|
||||
HRESULT d3d_vertex_shader_init(struct d3d_vertex_shader *shader, struct d3d_device *device,
|
||||
static HRESULT d3d_vertex_shader_init(struct d3d_vertex_shader *shader, struct d3d_device *device,
|
||||
const void *byte_code, SIZE_T byte_code_length)
|
||||
{
|
||||
struct wined3d_shader_signature output_signature;
|
||||
|
@ -408,6 +408,28 @@ HRESULT d3d_vertex_shader_init(struct d3d_vertex_shader *shader, struct d3d_devi
|
|||
return S_OK;
|
||||
}
|
||||
|
||||
HRESULT d3d_vertex_shader_create(struct d3d_device *device, const void *byte_code, SIZE_T byte_code_length,
|
||||
struct d3d_vertex_shader **shader)
|
||||
{
|
||||
struct d3d_vertex_shader *object;
|
||||
HRESULT hr;
|
||||
|
||||
if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
|
||||
return E_OUTOFMEMORY;
|
||||
|
||||
if (FAILED(hr = d3d_vertex_shader_init(object, device, byte_code, byte_code_length)))
|
||||
{
|
||||
WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
|
||||
HeapFree(GetProcessHeap(), 0, object);
|
||||
return hr;
|
||||
}
|
||||
|
||||
TRACE("Created vertex shader %p.\n", object);
|
||||
*shader = object;
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
struct d3d_vertex_shader *unsafe_impl_from_ID3D10VertexShader(ID3D10VertexShader *iface)
|
||||
{
|
||||
if (!iface)
|
||||
|
|
Loading…
Reference in New Issue