Sweden-Number/dlls/d3dx10_43/compiler.c

63 lines
2.3 KiB
C

/*
* 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;
}