[PATCH 1/5] d3d10/effect: Move effect creation API functions.

Nikolay Sivov nsivov at codeweavers.com
Sun Sep 19 13:27:01 CDT 2021



On 9/19/21 9:01 PM, Matteo Bruni wrote:
> On Thu, Sep 16, 2021 at 8:48 AM Nikolay Sivov <nsivov at codeweavers.com> wrote:
>> 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(-)
> This patch just moves stuff around, which is great. There is the
> chance for some small followups though.
>
>> 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);
> I guess we could make it a normal TRACE at this point.
We could, I wanted to do that once pool stuff is integrated, more or less.
>
>> +
>> +    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;
>> +    }
> ERR doesn't seem right, but you're fixing these two in patch 2/5 so
> we're all good :)
>
>> +
>> +    *effect = &object->ID3D10Effect_iface;
>> +
>> +    TRACE("Created effect %p\n", object);
>> +
>> +    return S_OK;
>> +}
> While at it, we could add the period at the end of those messages.




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