d3d10core: Add a wined3d geoemtry shader to struct d3d10_geometry_shader.
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@ -168,9 +168,13 @@ struct d3d10_geometry_shader
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{
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{
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const struct ID3D10GeometryShaderVtbl *vtbl;
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const struct ID3D10GeometryShaderVtbl *vtbl;
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LONG refcount;
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LONG refcount;
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IWineD3DGeometryShader *wined3d_shader;
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struct wined3d_shader_signature output_signature;
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};
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};
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HRESULT d3d10_geometry_shader_init(struct d3d10_geometry_shader *shader);
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HRESULT d3d10_geometry_shader_init(struct d3d10_geometry_shader *shader, struct d3d10_device *device,
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const void *byte_code, SIZE_T byte_code_length) DECLSPEC_HIDDEN;
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/* ID3D10PixelShader */
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/* ID3D10PixelShader */
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struct d3d10_pixel_shader
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struct d3d10_pixel_shader
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@ -848,6 +848,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device *i
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static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShader(ID3D10Device *iface,
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static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShader(ID3D10Device *iface,
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const void *byte_code, SIZE_T byte_code_length, ID3D10GeometryShader **shader)
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const void *byte_code, SIZE_T byte_code_length, ID3D10GeometryShader **shader)
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{
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{
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struct d3d10_device *This = (struct d3d10_device *)iface;
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struct d3d10_geometry_shader *object;
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struct d3d10_geometry_shader *object;
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HRESULT hr;
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HRESULT hr;
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@ -861,7 +862,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShader(ID3D10Device
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return E_OUTOFMEMORY;
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return E_OUTOFMEMORY;
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}
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}
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hr = d3d10_geometry_shader_init(object);
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hr = d3d10_geometry_shader_init(object, This, byte_code, byte_code_length);
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if (FAILED(hr))
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if (FAILED(hr))
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{
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{
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WARN("Failed to initialize geometry shader, hr %#x.\n", hr);
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WARN("Failed to initialize geometry shader, hr %#x.\n", hr);
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@ -313,7 +313,7 @@ static ULONG STDMETHODCALLTYPE d3d10_geometry_shader_Release(ID3D10GeometryShade
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if (!refcount)
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if (!refcount)
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{
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{
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HeapFree(GetProcessHeap(), 0, This);
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IWineD3DGeometryShader_Release(This->wined3d_shader);
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}
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}
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return refcount;
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return refcount;
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@ -365,11 +365,45 @@ static const struct ID3D10GeometryShaderVtbl d3d10_geometry_shader_vtbl =
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d3d10_geometry_shader_SetPrivateDataInterface,
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d3d10_geometry_shader_SetPrivateDataInterface,
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};
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};
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HRESULT d3d10_geometry_shader_init(struct d3d10_geometry_shader *shader)
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static void STDMETHODCALLTYPE d3d10_geometry_shader_wined3d_object_destroyed(void *parent)
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{
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{
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struct d3d10_geometry_shader *shader = parent;
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shader_free_signature(&shader->output_signature);
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HeapFree(GetProcessHeap(), 0, shader);
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}
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static const struct wined3d_parent_ops d3d10_geometry_shader_wined3d_parent_ops =
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{
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d3d10_geometry_shader_wined3d_object_destroyed,
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};
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HRESULT d3d10_geometry_shader_init(struct d3d10_geometry_shader *shader, struct d3d10_device *device,
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const void *byte_code, SIZE_T byte_code_length)
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{
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struct d3d10_shader_info shader_info;
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HRESULT hr;
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shader->vtbl = &d3d10_geometry_shader_vtbl;
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shader->vtbl = &d3d10_geometry_shader_vtbl;
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shader->refcount = 1;
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shader->refcount = 1;
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shader_info.output_signature = &shader->output_signature;
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hr = shader_extract_from_dxbc(byte_code, byte_code_length, &shader_info);
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if (FAILED(hr))
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{
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ERR("Failed to extract shader, hr %#x.\n", hr);
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return hr;
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}
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hr = IWineD3DDevice_CreateGeometryShader(device->wined3d_device,
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shader_info.shader_code, &shader->output_signature, &shader->wined3d_shader,
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(IUnknown *)shader, &d3d10_geometry_shader_wined3d_parent_ops);
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if (FAILED(hr))
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{
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WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr);
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shader_free_signature(&shader->output_signature);
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return hr;
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}
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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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