d3d10: Implement D3D10CompileEffectFromMemory().
Signed-off-by: Valentin Gabriel Mitrea <mitrea.valentin@gmail.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -253,17 +253,13 @@ HRESULT WINAPI D3D10CompileEffectFromMemory(void *data, SIZE_T data_size, const
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const D3D10_SHADER_MACRO *defines, ID3D10Include *include, UINT hlsl_flags, UINT fx_flags,
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ID3D10Blob **effect, ID3D10Blob **errors)
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{
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FIXME("data %p, data_size %lu, filename %s, defines %p, include %p,"
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" hlsl_flags %#x, fx_flags %#x, effect %p, errors %p stub!\n",
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TRACE("data %p, data_size %lu, filename %s, defines %p, include %p, "
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"hlsl_flags %#x, fx_flags %#x, effect %p, errors %p.\n",
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data, data_size, wine_dbgstr_a(filename), defines, include,
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hlsl_flags, fx_flags, effect, errors);
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if (effect)
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*effect = NULL;
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if (errors)
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*errors = NULL;
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return E_NOTIMPL;
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return D3DCompile(data, data_size, filename, defines, include,
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NULL, "fx_4_0", hlsl_flags, fx_flags, effect, errors);
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}
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HRESULT WINAPI D3D10CreateEffectPoolFromMemory(void *data, SIZE_T data_size, UINT fx_flags,
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