[PATCH 1/5] d3d10/effect: Move effect creation API functions.
Nikolay Sivov
nsivov at codeweavers.com
Thu Sep 16 01:48:08 CDT 2021
Signed-off-by: Nikolay Sivov <nsivov at codeweavers.com>
---
dlls/d3d10/d3d10_main.c | 53 -----------------------------------------
dlls/d3d10/effect.c | 53 +++++++++++++++++++++++++++++++++++++++++
2 files changed, 53 insertions(+), 53 deletions(-)
diff --git a/dlls/d3d10/d3d10_main.c b/dlls/d3d10/d3d10_main.c
index 2d08c82a3c4..6961589ca31 100644
--- a/dlls/d3d10/d3d10_main.c
+++ b/dlls/d3d10/d3d10_main.c
@@ -230,50 +230,6 @@ HRESULT WINAPI D3D10CreateDeviceAndSwapChain(IDXGIAdapter *adapter, D3D10_DRIVER
return S_OK;
}
-static int d3d10_effect_type_compare(const void *key, const struct wine_rb_entry *entry)
-{
- const struct d3d10_effect_type *t = WINE_RB_ENTRY_VALUE(entry, const struct d3d10_effect_type, entry);
- const DWORD *id = key;
-
- return *id - t->id;
-}
-
-HRESULT WINAPI D3D10CreateEffectFromMemory(void *data, SIZE_T data_size, UINT flags,
- ID3D10Device *device, ID3D10EffectPool *effect_pool, ID3D10Effect **effect)
-{
- struct d3d10_effect *object;
- HRESULT hr;
-
- FIXME("data %p, data_size %lu, flags %#x, device %p, effect_pool %p, effect %p stub!\n",
- data, data_size, flags, device, effect_pool, effect);
-
- if (!(object = heap_alloc_zero(sizeof(*object))))
- {
- ERR("Failed to allocate D3D10 effect object memory\n");
- return E_OUTOFMEMORY;
- }
-
- wine_rb_init(&object->types, d3d10_effect_type_compare);
- object->ID3D10Effect_iface.lpVtbl = &d3d10_effect_vtbl;
- object->refcount = 1;
- ID3D10Device_AddRef(device);
- object->device = device;
-
- hr = d3d10_effect_parse(object, data, data_size);
- if (FAILED(hr))
- {
- ERR("Failed to parse effect\n");
- IUnknown_Release(&object->ID3D10Effect_iface);
- return hr;
- }
-
- *effect = &object->ID3D10Effect_iface;
-
- TRACE("Created ID3D10Effect %p\n", object);
-
- return S_OK;
-}
-
HRESULT WINAPI D3D10CompileEffectFromMemory(void *data, SIZE_T data_size, const char *filename,
const D3D10_SHADER_MACRO *defines, ID3D10Include *include, UINT hlsl_flags, UINT fx_flags,
ID3D10Blob **effect, ID3D10Blob **errors)
@@ -287,15 +243,6 @@ HRESULT WINAPI D3D10CompileEffectFromMemory(void *data, SIZE_T data_size, const
NULL, "fx_4_0", hlsl_flags, fx_flags, effect, errors);
}
-HRESULT WINAPI D3D10CreateEffectPoolFromMemory(void *data, SIZE_T data_size, UINT fx_flags,
- ID3D10Device *device, ID3D10EffectPool **effect_pool)
-{
- FIXME("data %p, data_size %lu, fx_flags %#x, device %p, effect_pool %p stub.\n",
- data, data_size, fx_flags, device, effect_pool);
-
- return E_NOTIMPL;
-}
-
const char * WINAPI D3D10GetVertexShaderProfile(ID3D10Device *device)
{
FIXME("device %p stub!\n", device);
diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c
index e77d0691fcf..7342c2dbe23 100644
--- a/dlls/d3d10/effect.c
+++ b/dlls/d3d10/effect.c
@@ -8360,3 +8360,56 @@ static const struct ID3D10EffectTypeVtbl d3d10_effect_type_vtbl =
d3d10_effect_type_GetMemberName,
d3d10_effect_type_GetMemberSemantic,
};
+
+static int d3d10_effect_type_compare(const void *key, const struct wine_rb_entry *entry)
+{
+ const struct d3d10_effect_type *t = WINE_RB_ENTRY_VALUE(entry, const struct d3d10_effect_type, entry);
+ const DWORD *id = key;
+
+ return *id - t->id;
+}
+
+HRESULT WINAPI D3D10CreateEffectFromMemory(void *data, SIZE_T data_size, UINT flags,
+ ID3D10Device *device, ID3D10EffectPool *effect_pool, ID3D10Effect **effect)
+{
+ struct d3d10_effect *object;
+ HRESULT hr;
+
+ FIXME("data %p, data_size %lu, flags %#x, device %p, effect_pool %p, effect %p stub!\n",
+ data, data_size, flags, device, effect_pool, effect);
+
+ if (!(object = heap_alloc_zero(sizeof(*object))))
+ {
+ ERR("Failed to allocate D3D10 effect object memory\n");
+ return E_OUTOFMEMORY;
+ }
+
+ wine_rb_init(&object->types, d3d10_effect_type_compare);
+ object->ID3D10Effect_iface.lpVtbl = &d3d10_effect_vtbl;
+ object->refcount = 1;
+ ID3D10Device_AddRef(device);
+ object->device = device;
+
+ hr = d3d10_effect_parse(object, data, data_size);
+ if (FAILED(hr))
+ {
+ ERR("Failed to parse effect\n");
+ IUnknown_Release(&object->ID3D10Effect_iface);
+ return hr;
+ }
+
+ *effect = &object->ID3D10Effect_iface;
+
+ TRACE("Created effect %p\n", object);
+
+ return S_OK;
+}
+
+HRESULT WINAPI D3D10CreateEffectPoolFromMemory(void *data, SIZE_T data_size, UINT fx_flags,
+ ID3D10Device *device, ID3D10EffectPool **effect_pool)
+{
+ FIXME("data %p, data_size %lu, fx_flags %#x, device %p, effect_pool %p stub.\n",
+ data, data_size, fx_flags, device, effect_pool);
+
+ return E_NOTIMPL;
+}
--
2.33.0
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