d3d10core: Use unsafe_impl_from_ID3D10VertexShader for an app provided iface.
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@ -176,6 +176,7 @@ struct d3d10_vertex_shader
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HRESULT d3d10_vertex_shader_init(struct d3d10_vertex_shader *shader, struct d3d10_device *device,
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HRESULT d3d10_vertex_shader_init(struct d3d10_vertex_shader *shader, struct d3d10_device *device,
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const void *byte_code, SIZE_T byte_code_length) DECLSPEC_HIDDEN;
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const void *byte_code, SIZE_T byte_code_length) DECLSPEC_HIDDEN;
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struct d3d10_vertex_shader *unsafe_impl_from_ID3D10VertexShader(ID3D10VertexShader *iface) DECLSPEC_HIDDEN;
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/* ID3D10GeometryShader */
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/* ID3D10GeometryShader */
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struct d3d10_geometry_shader
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struct d3d10_geometry_shader
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@ -151,7 +151,7 @@ static void STDMETHODCALLTYPE d3d10_device_VSSetShader(ID3D10Device *iface,
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ID3D10VertexShader *shader)
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ID3D10VertexShader *shader)
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{
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{
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struct d3d10_device *This = impl_from_ID3D10Device(iface);
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struct d3d10_device *This = impl_from_ID3D10Device(iface);
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struct d3d10_vertex_shader *vs = (struct d3d10_vertex_shader *)shader;
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struct d3d10_vertex_shader *vs = unsafe_impl_from_ID3D10VertexShader(shader);
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TRACE("iface %p, shader %p\n", iface, shader);
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TRACE("iface %p, shader %p\n", iface, shader);
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@ -19,6 +19,7 @@
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#include "config.h"
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#include "config.h"
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#include "wine/port.h"
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#include "wine/port.h"
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#include <assert.h>
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#include "d3d10core_private.h"
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#include "d3d10core_private.h"
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@ -132,6 +133,11 @@ void shader_free_signature(struct wined3d_shader_signature *s)
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HeapFree(GetProcessHeap(), 0, s->elements);
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HeapFree(GetProcessHeap(), 0, s->elements);
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}
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}
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static inline struct d3d10_vertex_shader *impl_from_ID3D10VertexShader(ID3D10VertexShader *iface)
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{
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return CONTAINING_RECORD(iface, struct d3d10_vertex_shader, vtbl);
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}
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/* IUnknown methods */
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/* IUnknown methods */
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static HRESULT STDMETHODCALLTYPE d3d10_vertex_shader_QueryInterface(ID3D10VertexShader *iface,
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static HRESULT STDMETHODCALLTYPE d3d10_vertex_shader_QueryInterface(ID3D10VertexShader *iface,
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@ -267,6 +273,15 @@ HRESULT d3d10_vertex_shader_init(struct d3d10_vertex_shader *shader, struct d3d1
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return S_OK;
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return S_OK;
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}
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}
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struct d3d10_vertex_shader *unsafe_impl_from_ID3D10VertexShader(ID3D10VertexShader *iface)
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{
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if (!iface)
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return NULL;
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assert(iface->lpVtbl == &d3d10_vertex_shader_vtbl);
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return impl_from_ID3D10VertexShader(iface);
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}
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static inline struct d3d10_geometry_shader *impl_from_ID3D10GeometryShader(ID3D10GeometryShader *iface)
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static inline struct d3d10_geometry_shader *impl_from_ID3D10GeometryShader(ID3D10GeometryShader *iface)
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{
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{
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return CONTAINING_RECORD(iface, struct d3d10_geometry_shader, ID3D10GeometryShader_iface);
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return CONTAINING_RECORD(iface, struct d3d10_geometry_shader, ID3D10GeometryShader_iface);
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