d3d10core: Implement ID3D10Device::CreateVertexShader().
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@ -141,6 +141,9 @@ struct d3d10_vertex_shader
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{
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const struct ID3D10VertexShaderVtbl *vtbl;
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LONG refcount;
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IWineD3DVertexShader *wined3d_shader;
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struct wined3d_shader_signature output_signature;
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};
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/* ID3D10GeometryShader */
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@ -970,9 +970,12 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateInputLayout(ID3D10Device *if
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static HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device *iface,
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const void *byte_code, SIZE_T byte_code_length, ID3D10VertexShader **shader)
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{
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struct d3d10_device *This = (struct d3d10_device *)iface;
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struct d3d10_vertex_shader *object;
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struct d3d10_shader_info shader_info;
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HRESULT hr;
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FIXME("iface %p, byte_code %p, byte_code_length %lu, shader %p stub!\n",
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TRACE("iface %p, byte_code %p, byte_code_length %lu, shader %p\n",
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iface, byte_code, byte_code_length, shader);
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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@ -985,6 +988,26 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device *i
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object->vtbl = &d3d10_vertex_shader_vtbl;
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object->refcount = 1;
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shader_info.output_signature = &object->output_signature;
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hr = shader_extract_from_dxbc(byte_code, byte_code_length, &shader_info);
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if (FAILED(hr))
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{
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ERR("Failed to extract shader, hr %#x\n", hr);
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HeapFree(GetProcessHeap(), 0, object);
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return hr;
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}
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hr = IWineD3DDevice_CreateVertexShader(This->wined3d_device, NULL,
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shader_info.shader_code, &object->output_signature,
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&object->wined3d_shader, (IUnknown *)object);
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if (FAILED(hr))
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{
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ERR("CreateVertexShader failed, hr %#x\n", hr);
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shader_free_signature(&object->output_signature);
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HeapFree(GetProcessHeap(), 0, object);
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return hr;
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}
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*shader = (ID3D10VertexShader *)object;
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return S_OK;
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@ -176,6 +176,8 @@ static ULONG STDMETHODCALLTYPE d3d10_vertex_shader_Release(ID3D10VertexShader *i
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if (!refcount)
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{
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IWineD3DVertexShader_Release(This->wined3d_shader);
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shader_free_signature(&This->output_signature);
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HeapFree(GetProcessHeap(), 0, This);
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}
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