/* * Copyright 2021 Nikolay Sivov for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA * */ #include "wine/debug.h" #define COBJMACROS #include "d3d10_1.h" #include "d3dx10.h" #include "d3dcompiler.h" WINE_DEFAULT_DEBUG_CHANNEL(d3dx); HRESULT WINAPI D3DX10CreateEffectFromMemory(const void *data, SIZE_T datasize, const char *filename, const D3D10_SHADER_MACRO *defines, ID3D10Include *include, const char *profile, UINT shader_flags, UINT effect_flags, ID3D10Device *device, ID3D10EffectPool *effect_pool, ID3DX10ThreadPump *pump, ID3D10Effect **effect, ID3D10Blob **errors, HRESULT *hresult) { ID3D10Blob *code; HRESULT hr; TRACE("data %p, datasize %lu, filename %s, defines %p, include %p, profile %s, shader_flags %#x," "effect_flags %#x, device %p, effect_pool %p, pump %p, effect %p, errors %p, hresult %p.\n", data, datasize, debugstr_a(filename), defines, include, debugstr_a(profile), shader_flags, effect_flags, device, effect_pool, pump, effect, errors, hresult); if (pump) FIXME("Asynchronous mode is not supported.\n"); if (!include) include = D3D_COMPILE_STANDARD_FILE_INCLUDE; if (FAILED(hr = D3DCompile(data, datasize, filename, defines, include, "main", profile, shader_flags, effect_flags, &code, errors))) { WARN("Effect compilation failed, hr %#x.\n", hr); return hr; } hr = D3D10CreateEffectFromMemory(ID3D10Blob_GetBufferPointer(code), ID3D10Blob_GetBufferSize(code), effect_flags, device, effect_pool, effect); ID3D10Blob_Release(code); return hr; }