[PATCH 5/5] d3dcompiler: Partially implement D3DCompile function.
Henri Verbeet
hverbeet at gmail.com
Tue May 8 10:17:13 CDT 2012
I realize compile_shader() is mostly a copy of assemble_shader(), but
nevertheless:
On 8 May 2012 16:17, Matteo Bruni <mbruni at codeweavers.com> wrote:
> +struct bwriter_shader *parse_hlsl_shader(const char *text, enum shader_type type, DWORD version,
If this isn't called outside of compiler.c it should be static.
> + LPD3DBLOB buffer;
"ID3DBlob *"
> + CopyMemory(pos, preproc_messages, strlen(preproc_messages) + 1);
memcpy() should do fine.
> + hr = SlWriteBytecode(shader, 9, &res);
...
> + size = HeapSize(GetProcessHeap(), 0, res);
> + hr = D3DCreateBlob(size, &buffer);
That's not very pretty, SlWriteBytecode() should probably just return
the size as well.
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