[PATCH 4/5] d3dx11: Implemented D3DX11CreateShaderResourceViewFromFileW

Nikolay Sivov bunglehead at gmail.com
Tue Sep 13 15:27:02 CDT 2016


On 13.09.2016 23:11, Fabian Maurer wrote:
> +HRESULT WINAPI D3DX11CreateShaderResourceViewFromFileW(ID3D11Device *iface,
> +        WCHAR *filename, D3DX11_IMAGE_LOAD_INFO *load_info_original, ID3DX11ThreadPump *pump, ID3D11ShaderResourceView **view, HRESULT *hresult)
> +{
> +    D3DX11_IMAGE_LOAD_INFO load_info;
> +    D3D11_SHADER_RESOURCE_VIEW_DESC desc_view;
> +    D3D11_TEXTURE2D_DESC desc_texture;
> +    D3D11_SUBRESOURCE_DATA data_texture;
> +    ID3D11Texture2D *texture;
> +    enum wined3d_format_id dst_format;
> +    UINT dst_pitch;
> +    D3DXIMAGE_INFO image_info;
> +    void *file_buffer = NULL;
> +    DWORD file_size;
> +    void *image_data = NULL;
> +    RECT rectSize;
> +    HRESULT hr;
> +
> +    TRACE("iface %p, filename %s, load_info_original %p, pump %p, view %p, hresult %p.\n",
> +            iface, debugstr_w(filename), load_info_original, pump, view, hresult);
> +
> +    if (pump)
> +        FIXME("Unimplemented ID3DX11ThreadPump handling.\n");

Personally I think this function should use
D3DX11CreateAsyncFileLoaderW() and
D3DX11CreateAsyncShaderResourceViewProcessor() internally, for both
async and synchronous cases. This will make support for a thread pump
trivial, and will consolidate things like map_view_of_file() in one place.



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