[PATCH] d3dx9: Implement D3DXCreateFragmentLinker/Ex

Alistair Leslie-Hughes leslie_alistair at hotmail.com
Wed Nov 27 16:09:53 CST 2019


Hi Matteo,

I'll fix up the patch as suggested.

No the game still doesn't run with this patch, however if AddFragments return S_OK,
then it does run with graphical glitches as expected.

Alistair.

________________________________
From: Matteo Bruni <matteo.mystral at gmail.com>
Sent: Wednesday, 27 November 2019 9:50 PM
To: Alistair Leslie-Hughes <leslie_alistair at hotmail.com>
Cc: wine-devel at winehq.org <wine-devel at winehq.org>
Subject: Re: [PATCH] d3dx9: Implement D3DXCreateFragmentLinker/Ex

On Tue, Nov 26, 2019 at 4:06 AM Alistair Leslie-Hughes
<leslie_alistair at hotmail.com> wrote:

> @@ -6589,4 +6637,6 @@ START_TEST(shader)
>      test_registerset();
>      test_registerset_defaults();
>      test_shader_semantics();
> +    test_fragment_linker();
> +    test_fragment_linker();
>  }

Why run it twice? Also you might want to check
D3DXCreateFragmentLinkerEx() too and explicitly check that the
returned interface is not NULL.
In general, please use the current d3d style (period at the end of
message strings, !count rather than count == 0, no calling the object
"This", proper function TRACEs, ...). Also please use the heap
allocation helpers.

Does the game mentioned in the referenced bug work with this?
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