[PATCH] d3dcompiler: Add initial reflection parsing.
Henri Verbeet
hverbeet at gmail.com
Sun Nov 14 16:35:47 CST 2010
2010/11/14 Rico Schüller <kgbricola at web.de>:
> +HRESULT d3dcompiler_shader_reflection_init(const void *data, SIZE_T data_size, void **reflector)
Allocation and initialization are different things. Either way, it's
unnecessary to make "reflector" void **.
> + if (!IsEqualGUID(riid, &IID_ID3D11ShaderReflection))
> {
> - ERR("Failed to allocate D3D compiler shader reflection object memory\n");
> - return E_OUTOFMEMORY;
> + WARN("Wrong riid %s, accept only %s!\n", debugstr_guid(riid), debugstr_guid(&IID_ID3D11ShaderReflection));
> + return E_FAIL;
> }
I'm not sure if you have tests for this returning E_FAIL, but
typically you'd expect E_NOINTERFACE for something like that.
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