d3d11: Implement d3d10_device_CreateGeometryShaderWithStreamOutput().
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -9946,8 +9946,7 @@ static void test_index_buffer_offset(void)
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hr = ID3D10Device_CreateGeometryShaderWithStreamOutput(device, gs_code, sizeof(gs_code),
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so_declaration, sizeof(so_declaration) / sizeof(*so_declaration),
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stride, &gs);
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todo_wine ok(SUCCEEDED(hr), "Failed to create geometry shader with stream output, hr %#x.\n", hr);
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if (FAILED(hr)) goto cleanup;
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ok(SUCCEEDED(hr), "Failed to create geometry shader with stream output, hr %#x.\n", hr);
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hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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@ -9992,7 +9991,6 @@ static void test_index_buffer_offset(void)
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ID3D10Buffer_Release(vb);
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ID3D10VertexShader_Release(vs);
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ID3D10GeometryShader_Release(gs);
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cleanup:
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ID3D10InputLayout_Release(input_layout);
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release_test_context(&test_context);
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}
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@ -4927,12 +4927,45 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShaderWithStreamOutp
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const void *byte_code, SIZE_T byte_code_length, const D3D10_SO_DECLARATION_ENTRY *output_stream_decls,
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UINT output_stream_decl_count, UINT output_stream_stride, ID3D10GeometryShader **shader)
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{
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FIXME("iface %p, byte_code %p, byte_code_length %lu, output_stream_decls %p, "
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"output_stream_decl_count %u, output_stream_stride %u, shader %p stub!\n",
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struct d3d_device *device = impl_from_ID3D10Device(iface);
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D3D11_SO_DECLARATION_ENTRY *so_entries;
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struct d3d_geometry_shader *object;
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unsigned int i, stride_count = 1;
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HRESULT hr;
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TRACE("iface %p, byte_code %p, byte_code_length %lu, output_stream_decls %p, "
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"output_stream_decl_count %u, output_stream_stride %u, shader %p.\n",
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iface, byte_code, byte_code_length, output_stream_decls,
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output_stream_decl_count, output_stream_stride, shader);
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return E_NOTIMPL;
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if (!(so_entries = d3d11_calloc(output_stream_decl_count, sizeof(*so_entries))))
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{
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ERR("Failed to allocate D3D11 SO declaration array memory.\n");
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return E_OUTOFMEMORY;
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}
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for (i = 0; i < output_stream_decl_count; ++i)
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{
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so_entries[i].Stream = 0;
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so_entries[i].SemanticName = output_stream_decls[i].SemanticName;
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so_entries[i].SemanticIndex = output_stream_decls[i].SemanticIndex;
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so_entries[i].StartComponent = output_stream_decls[i].StartComponent;
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so_entries[i].ComponentCount = output_stream_decls[i].ComponentCount;
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so_entries[i].OutputSlot = output_stream_decls[i].OutputSlot;
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if (output_stream_decls[i].OutputSlot)
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stride_count = 0;
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}
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hr = d3d_geometry_shader_create(device, byte_code, byte_code_length,
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so_entries, output_stream_decl_count, &output_stream_stride, stride_count, 0, &object);
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HeapFree(GetProcessHeap(), 0, so_entries);
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if (FAILED(hr))
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return hr;
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*shader = &object->ID3D10GeometryShader_iface;
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return hr;
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}
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static HRESULT STDMETHODCALLTYPE d3d10_device_CreatePixelShader(ID3D10Device1 *iface,
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