d3d9: Add a separate function for pixel shader initialization.
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@ -222,8 +222,6 @@ extern HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantB(IDirect3DDev
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UINT StartRegister, const BOOL *pConstantData, UINT BoolCount) DECLSPEC_HIDDEN;
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extern HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantB(IDirect3DDevice9Ex *iface,
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UINT StartRegister, BOOL *pConstantData, UINT BoolCount) DECLSPEC_HIDDEN;
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extern HRESULT WINAPI IDirect3DDevice9Impl_CreatePixelShader(IDirect3DDevice9Ex *iface,
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const DWORD *pFunction, IDirect3DPixelShader9 **ppShader) DECLSPEC_HIDDEN;
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extern HRESULT WINAPI IDirect3DDevice9Impl_SetPixelShader(IDirect3DDevice9Ex *iface,
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IDirect3DPixelShader9 *pShader) DECLSPEC_HIDDEN;
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extern HRESULT WINAPI IDirect3DDevice9Impl_GetPixelShader(IDirect3DDevice9Ex *iface,
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@ -551,6 +549,9 @@ typedef struct IDirect3DPixelShader9Impl {
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LPDIRECT3DDEVICE9EX parentDevice;
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} IDirect3DPixelShader9Impl;
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HRESULT pixelshader_init(IDirect3DPixelShader9Impl *shader,
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IDirect3DDevice9Impl *device, const DWORD *byte_code) DECLSPEC_HIDDEN;
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/* --------------- */
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/* IDirect3DQuery9 */
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/* --------------- */
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@ -1967,6 +1967,36 @@ static HRESULT WINAPI IDirect3DDevice9Impl_GetIndices(LPDIRECT3DDEVICE9EX ifac
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return rc;
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}
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static HRESULT WINAPI IDirect3DDevice9Impl_CreatePixelShader(IDirect3DDevice9Ex *iface,
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const DWORD *byte_code, IDirect3DPixelShader9 **shader)
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{
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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IDirect3DPixelShader9Impl *object;
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HRESULT hr;
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TRACE("iface %p, byte_code %p, shader %p.\n", iface, byte_code, shader);
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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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FIXME("Failed to allocate pixel shader memory.\n");
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return E_OUTOFMEMORY;
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}
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hr = pixelshader_init(object, This, byte_code);
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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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HeapFree(GetProcessHeap(), 0, object);
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return hr;
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}
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TRACE("Created pixel shader %p.\n", object);
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*shader = (IDirect3DPixelShader9 *)object;
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return D3D_OK;
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}
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static HRESULT WINAPI IDirect3DDevice9Impl_DrawRectPatch(LPDIRECT3DDEVICE9EX iface, UINT Handle, CONST float* pNumSegs, CONST D3DRECTPATCH_INFO* pRectPatchInfo) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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HRESULT hr;
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@ -107,49 +107,27 @@ static const IDirect3DPixelShader9Vtbl Direct3DPixelShader9_Vtbl =
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IDirect3DPixelShader9Impl_GetFunction
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};
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HRESULT pixelshader_init(IDirect3DPixelShader9Impl *shader, IDirect3DDevice9Impl *device, const DWORD *byte_code)
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{
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HRESULT hr;
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/* IDirect3DDevice9 IDirect3DPixelShader9 Methods follow: */
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HRESULT WINAPI IDirect3DDevice9Impl_CreatePixelShader(LPDIRECT3DDEVICE9EX iface, CONST DWORD* pFunction, IDirect3DPixelShader9** ppShader) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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IDirect3DPixelShader9Impl *object;
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HRESULT hrc = D3D_OK;
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TRACE("(%p) Relay\n", This);
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if (ppShader == NULL) {
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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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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (NULL == object) {
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FIXME("Allocation of memory failed, returning D3DERR_OUTOFVIDEOMEMORY\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 = &Direct3DPixelShader9_Vtbl;
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shader->ref = 1;
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shader->lpVtbl = &Direct3DPixelShader9_Vtbl;
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wined3d_mutex_lock();
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hrc = IWineD3DDevice_CreatePixelShader(This->WineD3DDevice, pFunction, NULL,
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&object->wineD3DPixelShader, (IUnknown *)object);
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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 (hrc != D3D_OK)
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if (FAILED(hr))
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{
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/* free up object */
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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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} else {
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IDirect3DDevice9Ex_AddRef(iface);
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object->parentDevice = iface;
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*ppShader = (IDirect3DPixelShader9*) object;
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TRACE("(%p) : Created pixel shader %p\n", This, object);
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WARN("Failed to created wined3d pixel shader, hr %#x.\n", hr);
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return hr;
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}
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TRACE("(%p) : returning %p\n", This, *ppShader);
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return hrc;
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shader->parentDevice = (IDirect3DDevice9Ex *)device;
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IDirect3DDevice9Ex_AddRef(shader->parentDevice);
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DDevice9Impl_SetPixelShader(LPDIRECT3DDEVICE9EX iface, IDirect3DPixelShader9* pShader) {
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