d3d10: Add D3D10CreateEffectPoolFromMemory stub.
Signed-off-by: Alistair Leslie-Hughes <leslie_alistair@hotmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4,7 +4,7 @@
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@ stdcall D3D10CreateDevice(ptr long ptr long long ptr)
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@ stdcall D3D10CreateDeviceAndSwapChain(ptr long ptr long long ptr ptr ptr)
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@ stdcall D3D10CreateEffectFromMemory(ptr long long ptr ptr ptr)
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@ stub D3D10CreateEffectPoolFromMemory
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@ stdcall D3D10CreateEffectPoolFromMemory(ptr long long ptr ptr)
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@ stdcall D3D10CreateStateBlock(ptr ptr ptr)
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@ stub D3D10DisassembleEffect
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@ stdcall D3D10DisassembleShader(ptr long long ptr ptr)
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@ -252,6 +252,14 @@ HRESULT WINAPI D3D10CompileEffectFromMemory(void *data, SIZE_T data_size, const
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return E_NOTIMPL;
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}
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HRESULT WINAPI D3D10CreateEffectPoolFromMemory(void *data, SIZE_T data_size, UINT fx_flags,
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ID3D10Device *device, ID3D10EffectPool **effect_pool)
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{
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FIXME("data %p, data_size %lu, fx_flags %#x, device %p, effect_pool %p stub.\n",
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data, data_size, fx_flags, device, effect_pool);
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return E_NOTIMPL;
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}
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const char * WINAPI D3D10GetVertexShaderProfile(ID3D10Device *device)
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{
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@ -5,7 +5,7 @@
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@ stdcall D3D10CreateDevice1(ptr long ptr long long long ptr)
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@ stdcall D3D10CreateDeviceAndSwapChain1(ptr long ptr long long long ptr ptr ptr)
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@ stdcall D3D10CreateEffectFromMemory(ptr long long ptr ptr ptr) d3d10.D3D10CreateEffectFromMemory
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@ stub D3D10CreateEffectPoolFromMemory
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@ stdcall D3D10CreateEffectPoolFromMemory(ptr long long ptr ptr) d3d10.D3D10CreateEffectPoolFromMemory
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@ stdcall D3D10CreateStateBlock(ptr ptr ptr) d3d10.D3D10CreateStateBlock
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@ stub D3D10DisassembleEffect
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@ stub D3D10DisassembleShader
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@ -832,6 +832,8 @@ HRESULT WINAPI D3D10CompileEffectFromMemory(void *data, SIZE_T data_size, const
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ID3D10Blob **effect, ID3D10Blob **errors);
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HRESULT WINAPI D3D10CreateEffectFromMemory(void *data, SIZE_T data_size, UINT flags,
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ID3D10Device *device, ID3D10EffectPool *effect_pool, ID3D10Effect **effect);
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HRESULT WINAPI D3D10CreateEffectPoolFromMemory(void *data, SIZE_T data_size, UINT fx_flags,
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ID3D10Device *device, ID3D10EffectPool **effect_pool);
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HRESULT WINAPI D3D10CreateStateBlock(ID3D10Device *device,
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D3D10_STATE_BLOCK_MASK *mask, ID3D10StateBlock **stateblock);
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