d3d11: Implement d3d11_device_CreateShaderResourceView().
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@ -202,8 +202,8 @@ struct d3d_shader_resource_view
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ID3D11Device *device;
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};
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HRESULT d3d_shader_resource_view_init(struct d3d_shader_resource_view *view, struct d3d_device *device,
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ID3D11Resource *resource, const D3D11_SHADER_RESOURCE_VIEW_DESC *desc) DECLSPEC_HIDDEN;
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HRESULT d3d_shader_resource_view_create(struct d3d_device *device, ID3D11Resource *resource,
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const D3D11_SHADER_RESOURCE_VIEW_DESC *desc, struct d3d_shader_resource_view **view) DECLSPEC_HIDDEN;
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struct d3d_shader_resource_view *unsafe_impl_from_ID3D10ShaderResourceView(
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ID3D10ShaderResourceView *iface) DECLSPEC_HIDDEN;
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@ -119,9 +119,18 @@ static HRESULT STDMETHODCALLTYPE d3d11_device_CreateTexture3D(ID3D11Device *ifac
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static HRESULT STDMETHODCALLTYPE d3d11_device_CreateShaderResourceView(ID3D11Device *iface,
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ID3D11Resource *resource, const D3D11_SHADER_RESOURCE_VIEW_DESC *desc, ID3D11ShaderResourceView **view)
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{
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FIXME("iface %p, resource %p, desc %p, view %p stub!\n", iface, resource, desc, view);
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struct d3d_device *device = impl_from_ID3D11Device(iface);
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struct d3d_shader_resource_view *object;
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HRESULT hr;
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return E_NOTIMPL;
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TRACE("iface %p, resource %p, desc %p, view %p.\n", iface, resource, desc, view);
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if (FAILED(hr = d3d_shader_resource_view_create(device, resource, desc, &object)))
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return hr;
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*view = &object->ID3D11ShaderResourceView_iface;
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return S_OK;
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}
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static HRESULT STDMETHODCALLTYPE d3d11_device_CreateUnorderedAccessView(ID3D11Device *iface,
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@ -147,7 +156,6 @@ static HRESULT STDMETHODCALLTYPE d3d11_device_CreateRenderTargetView(ID3D11Devic
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*view = &object->ID3D11RenderTargetView_iface;
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return S_OK;
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}
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static HRESULT STDMETHODCALLTYPE d3d11_device_CreateDepthStencilView(ID3D11Device *iface,
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@ -2113,28 +2121,18 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateShaderResourceView(ID3D10Dev
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TRACE("iface %p, resource %p, desc %p, view %p.\n", iface, resource, desc, view);
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if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
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return E_OUTOFMEMORY;
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if (FAILED(hr = ID3D10Resource_QueryInterface(resource, &IID_ID3D11Resource, (void **)&d3d11_resource)))
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{
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ERR("Resource does not implement ID3D11Resource.\n");
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HeapFree(GetProcessHeap(), 0, object);
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return E_FAIL;
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}
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if (FAILED(hr = d3d_shader_resource_view_init(object, device, d3d11_resource,
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(const D3D11_SHADER_RESOURCE_VIEW_DESC *)desc)))
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{
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WARN("Failed to initialize shader resource view, hr %#x.\n", hr);
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HeapFree(GetProcessHeap(), 0, object);
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ID3D11Resource_Release(d3d11_resource);
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return hr;
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}
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hr = d3d_shader_resource_view_create(device, d3d11_resource, (const D3D11_SHADER_RESOURCE_VIEW_DESC *)desc,
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&object);
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ID3D11Resource_Release(d3d11_resource);
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if (FAILED(hr))
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return hr;
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TRACE("Created shader resource view %p.\n", object);
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*view = &object->ID3D10ShaderResourceView_iface;
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return S_OK;
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@ -1449,7 +1449,7 @@ static const struct ID3D10ShaderResourceViewVtbl d3d10_shader_resource_view_vtbl
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d3d10_shader_resource_view_GetDesc,
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};
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HRESULT d3d_shader_resource_view_init(struct d3d_shader_resource_view *view, struct d3d_device *device,
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static HRESULT d3d_shader_resource_view_init(struct d3d_shader_resource_view *view, struct d3d_device *device,
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ID3D11Resource *resource, const D3D11_SHADER_RESOURCE_VIEW_DESC *desc)
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{
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struct wined3d_resource *wined3d_resource;
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@ -1493,6 +1493,28 @@ HRESULT d3d_shader_resource_view_init(struct d3d_shader_resource_view *view, str
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return S_OK;
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}
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HRESULT d3d_shader_resource_view_create(struct d3d_device *device, ID3D11Resource *resource,
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const D3D11_SHADER_RESOURCE_VIEW_DESC *desc, struct d3d_shader_resource_view **view)
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{
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struct d3d_shader_resource_view *object;
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HRESULT hr;
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if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
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return E_OUTOFMEMORY;
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if (FAILED(hr = d3d_shader_resource_view_init(object, device, resource, desc)))
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{
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WARN("Failed to initialize shader resource view, 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 shader resource view %p.\n", object);
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*view = object;
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return S_OK;
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}
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struct d3d_shader_resource_view *unsafe_impl_from_ID3D10ShaderResourceView(ID3D10ShaderResourceView *iface)
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{
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if (!iface)
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