d3d10/effect: Use correct vertex shader element when returning input signature.
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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@ -3710,7 +3710,8 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_GetDesc(ID3D10EffectPass *ifa
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D3D10_PASS_DESC *desc)
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{
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struct d3d10_effect_pass *pass = impl_from_ID3D10EffectPass(iface);
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struct d3d10_effect_shader_variable *s;
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struct d3d10_effect_variable *vs;
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ID3D10Blob *input_signature;
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TRACE("iface %p, desc %p.\n", iface, desc);
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@ -3726,14 +3727,15 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_GetDesc(ID3D10EffectPass *ifa
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return E_INVALIDARG;
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}
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s = &pass->vs.shader->u.shader;
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vs = d3d10_array_get_element(pass->vs.shader, pass->vs.index);
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input_signature = vs->u.shader.input_signature;
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desc->Name = pass->name;
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desc->Annotations = pass->annotations.count;
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if (s->input_signature)
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if (input_signature)
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{
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desc->pIAInputSignature = ID3D10Blob_GetBufferPointer(s->input_signature);
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desc->IAInputSignatureSize = ID3D10Blob_GetBufferSize(s->input_signature);
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desc->pIAInputSignature = ID3D10Blob_GetBufferPointer(input_signature);
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desc->IAInputSignatureSize = ID3D10Blob_GetBufferSize(input_signature);
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}
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else
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{
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@ -2913,6 +2913,7 @@ static void test_effect_local_shader(void)
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D3D10_EFFECT_SHADER_DESC shaderdesc;
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D3D10_SIGNATURE_PARAMETER_DESC sign;
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D3D10_STATE_BLOCK_MASK mask;
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D3D10_PASS_DESC pass_desc;
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ID3D10Device *device;
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ULONG refcount;
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@ -3611,6 +3612,12 @@ if (0)
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ok(typedesc.UnpackedSize == 0x0, "UnpackedSize is %#x, expected 0x0\n", typedesc.UnpackedSize);
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ok(typedesc.Stride == 0x0, "Stride is %#x, expected 0x0\n", typedesc.Stride);
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/* Get input signature from vertex shader set from array element. */
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hr = p->lpVtbl->GetDesc(p, &pass_desc);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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ok(!!pass_desc.pIAInputSignature, "Expected input signature.\n");
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ok(pass_desc.IAInputSignatureSize == 88, "Unexpected input signature size.\n");
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/* pass 6 pixelshader */
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hr = p->lpVtbl->GetPixelShaderDesc(p, &pdesc);
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ok(hr == S_OK, "GetPixelShaderDesc got %x, expected %x\n", hr, S_OK);
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