[PATCH 2/5] d3d11: Implement d3d10_device_CreateGeometryShaderWithStreamOutput().
Józef Kucia
jkucia at codeweavers.com
Fri Mar 31 06:11:50 CDT 2017
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/d3d10core/tests/device.c | 4 +---
dlls/d3d11/device.c | 39 ++++++++++++++++++++++++++++++++++++---
2 files changed, 37 insertions(+), 6 deletions(-)
diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c
index 3e8a1e8..baa7792 100644
--- a/dlls/d3d10core/tests/device.c
+++ b/dlls/d3d10core/tests/device.c
@@ -9946,8 +9946,7 @@ static void test_index_buffer_offset(void)
hr = ID3D10Device_CreateGeometryShaderWithStreamOutput(device, gs_code, sizeof(gs_code),
so_declaration, sizeof(so_declaration) / sizeof(*so_declaration),
stride, &gs);
- todo_wine ok(SUCCEEDED(hr), "Failed to create geometry shader with stream output, hr %#x.\n", hr);
- if (FAILED(hr)) goto cleanup;
+ ok(SUCCEEDED(hr), "Failed to create geometry shader with stream output, hr %#x.\n", hr);
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
@@ -9992,7 +9991,6 @@ static void test_index_buffer_offset(void)
ID3D10Buffer_Release(vb);
ID3D10VertexShader_Release(vs);
ID3D10GeometryShader_Release(gs);
-cleanup:
ID3D10InputLayout_Release(input_layout);
release_test_context(&test_context);
}
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c
index 5ae305d..13bfda4 100644
--- a/dlls/d3d11/device.c
+++ b/dlls/d3d11/device.c
@@ -4927,12 +4927,45 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShaderWithStreamOutp
const void *byte_code, SIZE_T byte_code_length, const D3D10_SO_DECLARATION_ENTRY *output_stream_decls,
UINT output_stream_decl_count, UINT output_stream_stride, ID3D10GeometryShader **shader)
{
- FIXME("iface %p, byte_code %p, byte_code_length %lu, output_stream_decls %p, "
- "output_stream_decl_count %u, output_stream_stride %u, shader %p stub!\n",
+ struct d3d_device *device = impl_from_ID3D10Device(iface);
+ D3D11_SO_DECLARATION_ENTRY *so_entries;
+ struct d3d_geometry_shader *object;
+ unsigned int i, stride_count = 1;
+ HRESULT hr;
+
+ TRACE("iface %p, byte_code %p, byte_code_length %lu, output_stream_decls %p, "
+ "output_stream_decl_count %u, output_stream_stride %u, shader %p.\n",
iface, byte_code, byte_code_length, output_stream_decls,
output_stream_decl_count, output_stream_stride, shader);
- return E_NOTIMPL;
+ if (!(so_entries = d3d11_calloc(output_stream_decl_count, sizeof(*so_entries))))
+ {
+ ERR("Failed to allocate D3D11 SO declaration array memory.\n");
+ return E_OUTOFMEMORY;
+ }
+
+ for (i = 0; i < output_stream_decl_count; ++i)
+ {
+ so_entries[i].Stream = 0;
+ so_entries[i].SemanticName = output_stream_decls[i].SemanticName;
+ so_entries[i].SemanticIndex = output_stream_decls[i].SemanticIndex;
+ so_entries[i].StartComponent = output_stream_decls[i].StartComponent;
+ so_entries[i].ComponentCount = output_stream_decls[i].ComponentCount;
+ so_entries[i].OutputSlot = output_stream_decls[i].OutputSlot;
+
+ if (output_stream_decls[i].OutputSlot)
+ stride_count = 0;
+ }
+
+ hr = d3d_geometry_shader_create(device, byte_code, byte_code_length,
+ so_entries, output_stream_decl_count, &output_stream_stride, stride_count, 0, &object);
+ HeapFree(GetProcessHeap(), 0, so_entries);
+ if (FAILED(hr))
+ return hr;
+
+ *shader = &object->ID3D10GeometryShader_iface;
+
+ return hr;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreatePixelShader(ID3D10Device1 *iface,
--
2.10.2
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