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--
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