d3d8: Add a separate function for pixel shader initialization.
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@ -603,17 +603,6 @@ HRESULT vertexshader_init(IDirect3DVertexShader8Impl *shader, IDirect3DDevice8Im
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#define D3D8_MAX_VERTEX_SHADER_CONSTANTF 256
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/* ------------------------ */
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/* IDirect3DPixelShaderImpl */
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/* ------------------------ */
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/*****************************************************************************
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* Predeclare the interface implementation structures
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*/
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extern const IDirect3DPixelShader8Vtbl Direct3DPixelShader8_Vtbl DECLSPEC_HIDDEN;
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/*****************************************************************************
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* IDirect3DPixelShader implementation structure
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*/
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@ -625,6 +614,9 @@ typedef struct IDirect3DPixelShader8Impl {
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IWineD3DPixelShader *wineD3DPixelShader;
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} IDirect3DPixelShader8Impl;
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HRESULT pixelshader_init(IDirect3DPixelShader8Impl *shader, IDirect3DDevice8Impl *device,
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const DWORD *byte_code, DWORD shader_handle) DECLSPEC_HIDDEN;
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/**
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* Internals functions
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*
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@ -2094,15 +2094,20 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetIndices(LPDIRECT3DDEVICE8 iface, I
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return rc;
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}
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static HRESULT WINAPI IDirect3DDevice8Impl_CreatePixelShader(LPDIRECT3DDEVICE8 iface, CONST DWORD* pFunction, DWORD* ppShader) {
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static HRESULT WINAPI IDirect3DDevice8Impl_CreatePixelShader(IDirect3DDevice8 *iface,
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const DWORD *byte_code, DWORD *shader)
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{
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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IDirect3DPixelShader8Impl *object;
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DWORD shader_handle;
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DWORD handle;
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HRESULT hr;
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TRACE("(%p) : pFunction(%p), ppShader(%p)\n", This, pFunction, ppShader);
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TRACE("iface %p, byte_code %p, shader %p.\n", iface, byte_code, shader);
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if (NULL == ppShader) {
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if (!shader)
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{
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TRACE("(%p) Invalid call\n", This);
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return D3DERR_INVALIDCALL;
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}
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@ -2110,39 +2115,38 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreatePixelShader(LPDIRECT3DDEVICE8 i
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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{
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ERR("Failed to allocate memmory.\n");
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ERR("Failed to allocate pixel shader memmory.\n");
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return E_OUTOFMEMORY;
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}
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object->ref = 1;
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object->lpVtbl = &Direct3DPixelShader8_Vtbl;
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wined3d_mutex_lock();
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hr = IWineD3DDevice_CreatePixelShader(This->WineD3DDevice, pFunction,
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NULL, &object->wineD3DPixelShader, (IUnknown *)object);
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handle = d3d8_allocate_handle(&This->handle_table, object, D3D8_HANDLE_PS);
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wined3d_mutex_unlock();
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if (handle == D3D8_INVALID_HANDLE)
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{
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ERR("Failed to allocate pixel shader handle.\n");
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HeapFree(GetProcessHeap(), 0, object);
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return E_OUTOFMEMORY;
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}
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shader_handle = handle + VS_HIGHESTFIXEDFXF + 1;
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hr = pixelshader_init(object, This, byte_code, shader_handle);
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if (FAILED(hr))
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{
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WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
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wined3d_mutex_lock();
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d3d8_free_handle(&This->handle_table, handle, D3D8_HANDLE_PS);
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wined3d_mutex_unlock();
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FIXME("(%p) call to IWineD3DDevice_CreatePixelShader failed\n", This);
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HeapFree(GetProcessHeap(), 0 , object);
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*ppShader = 0;
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HeapFree(GetProcessHeap(), 0, object);
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*shader = 0;
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return hr;
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}
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handle = d3d8_allocate_handle(&This->handle_table, object, D3D8_HANDLE_PS);
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wined3d_mutex_unlock();
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TRACE("Created pixel shader %p (handle %#x).\n", object, shader_handle);
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*shader = shader_handle;
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if (handle == D3D8_INVALID_HANDLE)
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{
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ERR("Failed to allocate shader handle\n");
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IDirect3DVertexShader8_Release((IUnknown *)object);
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return E_OUTOFMEMORY;
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}
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*ppShader = object->handle = handle + VS_HIGHESTFIXEDFXF + 1;
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TRACE("(%p) : returning %p (handle %#x)\n", This, object, *ppShader);
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return hr;
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return D3D_OK;
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}
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static HRESULT WINAPI IDirect3DDevice8Impl_SetPixelShader(LPDIRECT3DDEVICE8 iface, DWORD pShader) {
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@ -65,10 +65,32 @@ static ULONG WINAPI IDirect3DPixelShader8Impl_Release(IDirect3DPixelShader8 * if
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return ref;
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}
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const IDirect3DPixelShader8Vtbl Direct3DPixelShader8_Vtbl =
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static const IDirect3DPixelShader8Vtbl Direct3DPixelShader8_Vtbl =
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{
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/* IUnknown */
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IDirect3DPixelShader8Impl_QueryInterface,
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IDirect3DPixelShader8Impl_AddRef,
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IDirect3DPixelShader8Impl_Release,
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};
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HRESULT pixelshader_init(IDirect3DPixelShader8Impl *shader, IDirect3DDevice8Impl *device,
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const DWORD *byte_code, DWORD shader_handle)
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{
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HRESULT hr;
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shader->ref = 1;
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shader->lpVtbl = &Direct3DPixelShader8_Vtbl;
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shader->handle = shader_handle;
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wined3d_mutex_lock();
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hr = IWineD3DDevice_CreatePixelShader(device->WineD3DDevice, byte_code,
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NULL, &shader->wineD3DPixelShader, (IUnknown *)shader);
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wined3d_mutex_unlock();
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if (FAILED(hr))
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{
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WARN("Failed to create wined3d pixel shader, hr %#x.\n", hr);
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return hr;
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}
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return D3D_OK;
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}
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