d3d8: Don't store shader_handle's.
They're not stable across table resizes.
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@ -600,7 +600,7 @@ struct IDirect3DVertexShader8Impl {
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const IDirect3DVertexShader8Vtbl *lpVtbl;
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LONG ref;
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shader_handle *handle;
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DWORD handle;
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IDirect3DVertexDeclaration8 *vertex_declaration;
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IWineD3DVertexShader *wineD3DVertexShader;
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};
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@ -623,7 +623,7 @@ typedef struct IDirect3DPixelShader8Impl {
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const IDirect3DPixelShader8Vtbl *lpVtbl;
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LONG ref;
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shader_handle *handle;
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DWORD handle;
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/* The device, to be replaced by an IDirect3DDeviceImpl */
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IWineD3DPixelShader *wineD3DPixelShader;
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} IDirect3DPixelShader8Impl;
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@ -1581,9 +1581,9 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8
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IDirect3DVertexShader8_Release((IUnknown *)object);
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hrc = E_OUTOFMEMORY;
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} else {
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object->handle = handle;
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*handle = object;
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*ppShader = (handle - This->shader_handles) + VS_HIGHESTFIXEDFXF + 1;
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object->handle = (handle - This->shader_handles) + VS_HIGHESTFIXEDFXF + 1;
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*ppShader = object->handle;
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load_local_constants(pDeclaration, object->wineD3DVertexShader);
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TRACE("(%p) : returning %p (handle %#x)\n", This, object, *ppShader);
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@ -1689,7 +1689,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShader(LPDIRECT3DDEVICE8 ifa
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IDirect3DVertexShader8Impl *d3d8_shader;
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hrc = IWineD3DVertexShader_GetParent(pShader, (IUnknown **)&d3d8_shader);
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IWineD3DVertexShader_Release(pShader);
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*ppShader = (d3d8_shader->handle - This->shader_handles) + (VS_HIGHESTFIXEDFXF + 1);
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*ppShader = d3d8_shader->handle;
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} else {
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*ppShader = 0;
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hrc = D3D_OK;
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@ -1889,9 +1889,9 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreatePixelShader(LPDIRECT3DDEVICE8 i
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IDirect3DVertexShader8_Release((IUnknown *)object);
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hrc = E_OUTOFMEMORY;
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} else {
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object->handle = handle;
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*handle = object;
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*ppShader = (handle - This->shader_handles) + VS_HIGHESTFIXEDFXF + 1;
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object->handle = (handle - This->shader_handles) + VS_HIGHESTFIXEDFXF + 1;
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*ppShader = object->handle;
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TRACE("(%p) : returning %p (handle %#x)\n", This, object, *ppShader);
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}
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}
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@ -1938,7 +1938,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShader(LPDIRECT3DDEVICE8 ifac
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IDirect3DPixelShader8Impl *d3d8_shader;
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hrc = IWineD3DPixelShader_GetParent(object, (IUnknown **)&d3d8_shader);
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IWineD3DPixelShader_Release(object);
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*ppShader = (d3d8_shader->handle - This->shader_handles) + (VS_HIGHESTFIXEDFXF + 1);
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*ppShader = d3d8_shader->handle;
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} else {
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*ppShader = (DWORD)NULL;
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}
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