d3d11: Implement d3d11_device_CreateShaderResourceView().
This commit is contained in:
parent
487cf3d5c4
commit
8972105ee5
|
@ -202,8 +202,8 @@ struct d3d_shader_resource_view
|
|||
ID3D11Device *device;
|
||||
};
|
||||
|
||||
HRESULT d3d_shader_resource_view_init(struct d3d_shader_resource_view *view, struct d3d_device *device,
|
||||
ID3D11Resource *resource, const D3D11_SHADER_RESOURCE_VIEW_DESC *desc) DECLSPEC_HIDDEN;
|
||||
HRESULT d3d_shader_resource_view_create(struct d3d_device *device, ID3D11Resource *resource,
|
||||
const D3D11_SHADER_RESOURCE_VIEW_DESC *desc, struct d3d_shader_resource_view **view) DECLSPEC_HIDDEN;
|
||||
struct d3d_shader_resource_view *unsafe_impl_from_ID3D10ShaderResourceView(
|
||||
ID3D10ShaderResourceView *iface) DECLSPEC_HIDDEN;
|
||||
|
||||
|
|
|
@ -119,9 +119,18 @@ static HRESULT STDMETHODCALLTYPE d3d11_device_CreateTexture3D(ID3D11Device *ifac
|
|||
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateShaderResourceView(ID3D11Device *iface,
|
||||
ID3D11Resource *resource, const D3D11_SHADER_RESOURCE_VIEW_DESC *desc, ID3D11ShaderResourceView **view)
|
||||
{
|
||||
FIXME("iface %p, resource %p, desc %p, view %p stub!\n", iface, resource, desc, view);
|
||||
struct d3d_device *device = impl_from_ID3D11Device(iface);
|
||||
struct d3d_shader_resource_view *object;
|
||||
HRESULT hr;
|
||||
|
||||
return E_NOTIMPL;
|
||||
TRACE("iface %p, resource %p, desc %p, view %p.\n", iface, resource, desc, view);
|
||||
|
||||
if (FAILED(hr = d3d_shader_resource_view_create(device, resource, desc, &object)))
|
||||
return hr;
|
||||
|
||||
*view = &object->ID3D11ShaderResourceView_iface;
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateUnorderedAccessView(ID3D11Device *iface,
|
||||
|
@ -147,7 +156,6 @@ static HRESULT STDMETHODCALLTYPE d3d11_device_CreateRenderTargetView(ID3D11Devic
|
|||
*view = &object->ID3D11RenderTargetView_iface;
|
||||
|
||||
return S_OK;
|
||||
|
||||
}
|
||||
|
||||
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateDepthStencilView(ID3D11Device *iface,
|
||||
|
@ -2113,28 +2121,18 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateShaderResourceView(ID3D10Dev
|
|||
|
||||
TRACE("iface %p, resource %p, desc %p, view %p.\n", iface, resource, desc, view);
|
||||
|
||||
if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
|
||||
return E_OUTOFMEMORY;
|
||||
|
||||
if (FAILED(hr = ID3D10Resource_QueryInterface(resource, &IID_ID3D11Resource, (void **)&d3d11_resource)))
|
||||
{
|
||||
ERR("Resource does not implement ID3D11Resource.\n");
|
||||
HeapFree(GetProcessHeap(), 0, object);
|
||||
return E_FAIL;
|
||||
}
|
||||
|
||||
if (FAILED(hr = d3d_shader_resource_view_init(object, device, d3d11_resource,
|
||||
(const D3D11_SHADER_RESOURCE_VIEW_DESC *)desc)))
|
||||
{
|
||||
WARN("Failed to initialize shader resource view, hr %#x.\n", hr);
|
||||
HeapFree(GetProcessHeap(), 0, object);
|
||||
hr = d3d_shader_resource_view_create(device, d3d11_resource, (const D3D11_SHADER_RESOURCE_VIEW_DESC *)desc,
|
||||
&object);
|
||||
ID3D11Resource_Release(d3d11_resource);
|
||||
if (FAILED(hr))
|
||||
return hr;
|
||||
}
|
||||
|
||||
ID3D11Resource_Release(d3d11_resource);
|
||||
|
||||
TRACE("Created shader resource view %p.\n", object);
|
||||
*view = &object->ID3D10ShaderResourceView_iface;
|
||||
|
||||
return S_OK;
|
||||
|
|
|
@ -1449,7 +1449,7 @@ static const struct ID3D10ShaderResourceViewVtbl d3d10_shader_resource_view_vtbl
|
|||
d3d10_shader_resource_view_GetDesc,
|
||||
};
|
||||
|
||||
HRESULT d3d_shader_resource_view_init(struct d3d_shader_resource_view *view, struct d3d_device *device,
|
||||
static HRESULT d3d_shader_resource_view_init(struct d3d_shader_resource_view *view, struct d3d_device *device,
|
||||
ID3D11Resource *resource, const D3D11_SHADER_RESOURCE_VIEW_DESC *desc)
|
||||
{
|
||||
struct wined3d_resource *wined3d_resource;
|
||||
|
@ -1493,6 +1493,28 @@ HRESULT d3d_shader_resource_view_init(struct d3d_shader_resource_view *view, str
|
|||
return S_OK;
|
||||
}
|
||||
|
||||
HRESULT d3d_shader_resource_view_create(struct d3d_device *device, ID3D11Resource *resource,
|
||||
const D3D11_SHADER_RESOURCE_VIEW_DESC *desc, struct d3d_shader_resource_view **view)
|
||||
{
|
||||
struct d3d_shader_resource_view *object;
|
||||
HRESULT hr;
|
||||
|
||||
if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
|
||||
return E_OUTOFMEMORY;
|
||||
|
||||
if (FAILED(hr = d3d_shader_resource_view_init(object, device, resource, desc)))
|
||||
{
|
||||
WARN("Failed to initialize shader resource view, hr %#x.\n", hr);
|
||||
HeapFree(GetProcessHeap(), 0, object);
|
||||
return hr;
|
||||
}
|
||||
|
||||
TRACE("Created shader resource view %p.\n", object);
|
||||
*view = object;
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
struct d3d_shader_resource_view *unsafe_impl_from_ID3D10ShaderResourceView(ID3D10ShaderResourceView *iface)
|
||||
{
|
||||
if (!iface)
|
||||
|
|
Loading…
Reference in New Issue