d3d10core: Implement ID3D10Device::CreateVertexShader().

Henri Verbeet hverbeet at codeweavers.com
Tue May 26 02:15:12 CDT 2009


---
 dlls/d3d10core/d3d10core_private.h |    3 +++
 dlls/d3d10core/device.c            |   25 ++++++++++++++++++++++++-
 dlls/d3d10core/shader.c            |    2 ++
 3 files changed, 29 insertions(+), 1 deletions(-)

diff --git a/dlls/d3d10core/d3d10core_private.h b/dlls/d3d10core/d3d10core_private.h
index 7600e23..4828ab6 100644
--- a/dlls/d3d10core/d3d10core_private.h
+++ b/dlls/d3d10core/d3d10core_private.h
@@ -141,6 +141,9 @@ struct d3d10_vertex_shader
 {
     const struct ID3D10VertexShaderVtbl *vtbl;
     LONG refcount;
+
+    IWineD3DVertexShader *wined3d_shader;
+    struct wined3d_shader_signature output_signature;
 };
 
 /* ID3D10GeometryShader */
diff --git a/dlls/d3d10core/device.c b/dlls/d3d10core/device.c
index bbc527b..ce18eb7 100644
--- a/dlls/d3d10core/device.c
+++ b/dlls/d3d10core/device.c
@@ -970,9 +970,12 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateInputLayout(ID3D10Device *if
 static HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device *iface,
         const void *byte_code, SIZE_T byte_code_length, ID3D10VertexShader **shader)
 {
+    struct d3d10_device *This = (struct d3d10_device *)iface;
     struct d3d10_vertex_shader *object;
+    struct d3d10_shader_info shader_info;
+    HRESULT hr;
 
-    FIXME("iface %p, byte_code %p, byte_code_length %lu, shader %p stub!\n",
+    TRACE("iface %p, byte_code %p, byte_code_length %lu, shader %p\n",
             iface, byte_code, byte_code_length, shader);
 
     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
@@ -985,6 +988,26 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device *i
     object->vtbl = &d3d10_vertex_shader_vtbl;
     object->refcount = 1;
 
+    shader_info.output_signature = &object->output_signature;
+    hr = shader_extract_from_dxbc(byte_code, byte_code_length, &shader_info);
+    if (FAILED(hr))
+    {
+        ERR("Failed to extract shader, hr %#x\n", hr);
+        HeapFree(GetProcessHeap(), 0, object);
+        return hr;
+    }
+
+    hr = IWineD3DDevice_CreateVertexShader(This->wined3d_device, NULL,
+            shader_info.shader_code, &object->output_signature,
+            &object->wined3d_shader, (IUnknown *)object);
+    if (FAILED(hr))
+    {
+        ERR("CreateVertexShader failed, hr %#x\n", hr);
+        shader_free_signature(&object->output_signature);
+        HeapFree(GetProcessHeap(), 0, object);
+        return hr;
+    }
+
     *shader = (ID3D10VertexShader *)object;
 
     return S_OK;
diff --git a/dlls/d3d10core/shader.c b/dlls/d3d10core/shader.c
index 41b5a1a..582d2a8 100644
--- a/dlls/d3d10core/shader.c
+++ b/dlls/d3d10core/shader.c
@@ -176,6 +176,8 @@ static ULONG STDMETHODCALLTYPE d3d10_vertex_shader_Release(ID3D10VertexShader *i
 
     if (!refcount)
     {
+        IWineD3DVertexShader_Release(This->wined3d_shader);
+        shader_free_signature(&This->output_signature);
         HeapFree(GetProcessHeap(), 0, This);
     }
 
-- 
1.6.0.6



--------------050400010608070309060201--



More information about the wine-patches mailing list