[PATCH 5/5] d3dcompiler: Partially implement D3DCompile function.
matteo.mystral at gmail.com
Tue May 8 10:25:23 CDT 2012
2012/5/8 Henri Verbeet <hverbeet at gmail.com>:
> I realize compile_shader() is mostly a copy of assemble_shader(), but
> 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.
This is going to change in the following patches, but yeah, right now
it can 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.
True. I'll change that in assemble_shader() too, while I'm at it.
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