[3/3] d3d8: IDirect3DDevice8Impl_GetVertexShaderDeclaration gets
passed a handle instead of a pointer
H. Verbeet
hverbeet at gmail.com
Sat Jan 6 11:04:01 CST 2007
Although GetVertexShaderDeclaration doesn't actually do anything with
the shader pointer, we should still retrieve it properly. Also add a
FIXME and a comment. I'm not fixing the issue in the comment right now
because I'd rather wait for the state management to stabilise a bit.
Changelog:
- IDirect3DDevice8Impl_GetVertexShaderDeclaration gets passed a
handle instead of a pointer
-------------- next part --------------
---
dlls/d3d8/device.c | 22 +++++++++++++++++++---
1 files changed, 19 insertions(+), 3 deletions(-)
diff --git a/dlls/d3d8/device.c b/dlls/d3d8/device.c
index 1f8bb6e..b6fde8f 100644
--- a/dlls/d3d8/device.c
+++ b/dlls/d3d8/device.c
@@ -1290,13 +1290,29 @@ static HRESULT WINAPI IDirect3DDevice8Im
return IWineD3DDevice_GetVertexShaderConstantF(This->WineD3DDevice, Register, (float *)pConstantData, ConstantCount);
}
+/* FIXME: There currently isn't a proper way to retrieve the declaration from
+ * the wined3d shader. However, rather than simply adding this, the relation
+ * between d3d8 and wined3d shaders should be fixed. A d3d8 vertex shader
+ * should contain both a wined3d vertex shader and a wined3d vertex
+ * declaration, and eg. SetVertexShader in d3d8 should set both of them in
+ * wined3d. This would also allow us to get rid of the vertexDeclaration field
+ * in IWineD3DVertexShaderImpl */
static HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderDeclaration(LPDIRECT3DDEVICE8 iface, DWORD pVertexShader, void* pData, DWORD* pSizeOfData) {
- IDirect3DVertexShader8Impl *This = (IDirect3DVertexShader8Impl *)pVertexShader;
+ IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
+ IDirect3DVertexShader8Impl *shader = NULL;
- TRACE("(%p) : Relay\n", This);
-/* return IWineD3DVertexShader_GetDeclaration(This->wineD3DVertexShader, pData, (UINT *)pSizeOfData); */
+ TRACE("(%p) : pVertexShader %#x, pData %p, pSizeOfData %p\n", This, pVertexShader, pData, pSizeOfData);
+
+ if (pVertexShader <= VS_HIGHESTFIXEDFXF || This->allocated_shader_handles <= pVertexShader - (VS_HIGHESTFIXEDFXF + 1)) {
+ ERR("Passed an invalid shader handle.\n");
+ return D3DERR_INVALIDCALL;
+ }
+
+ shader = This->shader_handles[pVertexShader - (VS_HIGHESTFIXEDFXF + 1)];
+ FIXME("Unimplemented, returning D3DERR_INVALIDCALL\n");
return D3DERR_INVALIDCALL;
}
+
static HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderFunction(LPDIRECT3DDEVICE8 iface, DWORD pVertexShader, void* pData, DWORD* pSizeOfData) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
IDirect3DVertexShader8Impl *shader = NULL;
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