Henri Verbeet : d3d10core: Add a wined3d geoemtry shader to struct d3d10_geometry_shader.

Alexandre Julliard julliard at winehq.org
Mon Jan 4 10:54:16 CST 2010


Module: wine
Branch: master
Commit: 73c6355d75b4cc0c415f02bfc6f4b6818fd0df35
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=73c6355d75b4cc0c415f02bfc6f4b6818fd0df35

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Sun Jan  3 21:18:24 2010 +0100

d3d10core: Add a wined3d geoemtry shader to struct d3d10_geometry_shader.

---

 dlls/d3d10core/d3d10core_private.h |    6 ++++-
 dlls/d3d10core/device.c            |    3 +-
 dlls/d3d10core/shader.c            |   38 ++++++++++++++++++++++++++++++++++-
 3 files changed, 43 insertions(+), 4 deletions(-)

diff --git a/dlls/d3d10core/d3d10core_private.h b/dlls/d3d10core/d3d10core_private.h
index 058d8dc..d0bc584 100644
--- a/dlls/d3d10core/d3d10core_private.h
+++ b/dlls/d3d10core/d3d10core_private.h
@@ -168,9 +168,13 @@ struct d3d10_geometry_shader
 {
     const struct ID3D10GeometryShaderVtbl *vtbl;
     LONG refcount;
+
+    IWineD3DGeometryShader *wined3d_shader;
+    struct wined3d_shader_signature output_signature;
 };
 
-HRESULT d3d10_geometry_shader_init(struct d3d10_geometry_shader *shader);
+HRESULT d3d10_geometry_shader_init(struct d3d10_geometry_shader *shader, struct d3d10_device *device,
+        const void *byte_code, SIZE_T byte_code_length) DECLSPEC_HIDDEN;
 
 /* ID3D10PixelShader */
 struct d3d10_pixel_shader
diff --git a/dlls/d3d10core/device.c b/dlls/d3d10core/device.c
index 39be2ef..191e681 100644
--- a/dlls/d3d10core/device.c
+++ b/dlls/d3d10core/device.c
@@ -848,6 +848,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device *i
 static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShader(ID3D10Device *iface,
         const void *byte_code, SIZE_T byte_code_length, ID3D10GeometryShader **shader)
 {
+    struct d3d10_device *This = (struct d3d10_device *)iface;
     struct d3d10_geometry_shader *object;
     HRESULT hr;
 
@@ -861,7 +862,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShader(ID3D10Device
         return E_OUTOFMEMORY;
     }
 
-    hr = d3d10_geometry_shader_init(object);
+    hr = d3d10_geometry_shader_init(object, This, byte_code, byte_code_length);
     if (FAILED(hr))
     {
         WARN("Failed to initialize geometry shader, hr %#x.\n", hr);
diff --git a/dlls/d3d10core/shader.c b/dlls/d3d10core/shader.c
index e8602b5..256f281 100644
--- a/dlls/d3d10core/shader.c
+++ b/dlls/d3d10core/shader.c
@@ -313,7 +313,7 @@ static ULONG STDMETHODCALLTYPE d3d10_geometry_shader_Release(ID3D10GeometryShade
 
     if (!refcount)
     {
-        HeapFree(GetProcessHeap(), 0, This);
+        IWineD3DGeometryShader_Release(This->wined3d_shader);
     }
 
     return refcount;
@@ -365,11 +365,45 @@ static const struct ID3D10GeometryShaderVtbl d3d10_geometry_shader_vtbl =
     d3d10_geometry_shader_SetPrivateDataInterface,
 };
 
-HRESULT d3d10_geometry_shader_init(struct d3d10_geometry_shader *shader)
+static void STDMETHODCALLTYPE d3d10_geometry_shader_wined3d_object_destroyed(void *parent)
 {
+    struct d3d10_geometry_shader *shader = parent;
+    shader_free_signature(&shader->output_signature);
+    HeapFree(GetProcessHeap(), 0, shader);
+}
+
+static const struct wined3d_parent_ops d3d10_geometry_shader_wined3d_parent_ops =
+{
+    d3d10_geometry_shader_wined3d_object_destroyed,
+};
+
+HRESULT d3d10_geometry_shader_init(struct d3d10_geometry_shader *shader, struct d3d10_device *device,
+        const void *byte_code, SIZE_T byte_code_length)
+{
+    struct d3d10_shader_info shader_info;
+    HRESULT hr;
+
     shader->vtbl = &d3d10_geometry_shader_vtbl;
     shader->refcount = 1;
 
+    shader_info.output_signature = &shader->output_signature;
+    hr = shader_extract_from_dxbc(byte_code, byte_code_length, &shader_info);
+    if (FAILED(hr))
+    {
+        ERR("Failed to extract shader, hr %#x.\n", hr);
+        return hr;
+    }
+
+    hr = IWineD3DDevice_CreateGeometryShader(device->wined3d_device,
+            shader_info.shader_code, &shader->output_signature, &shader->wined3d_shader,
+            (IUnknown *)shader, &d3d10_geometry_shader_wined3d_parent_ops);
+    if (FAILED(hr))
+    {
+        WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr);
+        shader_free_signature(&shader->output_signature);
+        return hr;
+    }
+
     return S_OK;
 }
 




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