d3d8: IDirect3DDevice8Impl_GetVertexShaderDeclaration gets passed a handle instead of a pointer.
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@ -1290,13 +1290,29 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderConstant(LPDIRECT3DDEV
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return IWineD3DDevice_GetVertexShaderConstantF(This->WineD3DDevice, Register, (float *)pConstantData, ConstantCount);
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}
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/* FIXME: There currently isn't a proper way to retrieve the declaration from
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* the wined3d shader. However, rather than simply adding this, the relation
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* between d3d8 and wined3d shaders should be fixed. A d3d8 vertex shader
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* should contain both a wined3d vertex shader and a wined3d vertex
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* declaration, and eg. SetVertexShader in d3d8 should set both of them in
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* wined3d. This would also allow us to get rid of the vertexDeclaration field
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* in IWineD3DVertexShaderImpl */
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static HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderDeclaration(LPDIRECT3DDEVICE8 iface, DWORD pVertexShader, void* pData, DWORD* pSizeOfData) {
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IDirect3DVertexShader8Impl *This = (IDirect3DVertexShader8Impl *)pVertexShader;
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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IDirect3DVertexShader8Impl *shader = NULL;
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TRACE("(%p) : Relay\n", This);
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/* return IWineD3DVertexShader_GetDeclaration(This->wineD3DVertexShader, pData, (UINT *)pSizeOfData); */
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TRACE("(%p) : pVertexShader %#x, pData %p, pSizeOfData %p\n", This, pVertexShader, pData, pSizeOfData);
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if (pVertexShader <= VS_HIGHESTFIXEDFXF || This->allocated_shader_handles <= pVertexShader - (VS_HIGHESTFIXEDFXF + 1)) {
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ERR("Passed an invalid shader handle.\n");
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return D3DERR_INVALIDCALL;
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}
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shader = This->shader_handles[pVertexShader - (VS_HIGHESTFIXEDFXF + 1)];
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FIXME("Unimplemented, returning D3DERR_INVALIDCALL\n");
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return D3DERR_INVALIDCALL;
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}
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static HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderFunction(LPDIRECT3DDEVICE8 iface, DWORD pVertexShader, void* pData, DWORD* pSizeOfData) {
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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IDirect3DVertexShader8Impl *shader = NULL;
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