[PATCH 03/11] d3d10core: Add a separate function for d3d10_vertex_shader initialization.

Henri Verbeet hverbeet at codeweavers.com
Wed Sep 23 11:42:05 CDT 2009


---
 dlls/d3d10core/d3d10core_private.h |    4 +++-
 dlls/d3d10core/device.c            |   21 +++------------------
 dlls/d3d10core/shader.c            |   32 +++++++++++++++++++++++++++++++-
 3 files changed, 37 insertions(+), 20 deletions(-)

diff --git a/dlls/d3d10core/d3d10core_private.h b/dlls/d3d10core/d3d10core_private.h
index 5d1e6ee..320ca69 100644
--- a/dlls/d3d10core/d3d10core_private.h
+++ b/dlls/d3d10core/d3d10core_private.h
@@ -132,7 +132,6 @@ HRESULT d3d10_input_layout_init(struct d3d10_input_layout *layout, struct d3d10_
         const void *shader_byte_code, SIZE_T shader_byte_code_length) DECLSPEC_HIDDEN;
 
 /* ID3D10VertexShader */
-extern const struct ID3D10VertexShaderVtbl d3d10_vertex_shader_vtbl DECLSPEC_HIDDEN;
 struct d3d10_vertex_shader
 {
     const struct ID3D10VertexShaderVtbl *vtbl;
@@ -142,6 +141,9 @@ struct d3d10_vertex_shader
     struct wined3d_shader_signature output_signature;
 };
 
+HRESULT d3d10_vertex_shader_init(struct d3d10_vertex_shader *shader, struct d3d10_device *device,
+        const void *byte_code, SIZE_T byte_code_length) DECLSPEC_HIDDEN;
+
 /* ID3D10GeometryShader */
 extern const struct ID3D10GeometryShaderVtbl d3d10_geometry_shader_vtbl DECLSPEC_HIDDEN;
 struct d3d10_geometry_shader
diff --git a/dlls/d3d10core/device.c b/dlls/d3d10core/device.c
index 5027092..4b64a2c 100644
--- a/dlls/d3d10core/device.c
+++ b/dlls/d3d10core/device.c
@@ -935,7 +935,6 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device *i
 {
     struct d3d10_device *This = (struct d3d10_device *)iface;
     struct d3d10_vertex_shader *object;
-    struct d3d10_shader_info shader_info;
     HRESULT hr;
 
     TRACE("iface %p, byte_code %p, byte_code_length %lu, shader %p\n",
@@ -948,29 +947,15 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device *i
         return E_OUTOFMEMORY;
     }
 
-    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);
+    hr = d3d10_vertex_shader_init(object, This, byte_code, byte_code_length);
     if (FAILED(hr))
     {
-        ERR("Failed to extract shader, hr %#x\n", hr);
-        HeapFree(GetProcessHeap(), 0, object);
-        return hr;
-    }
-
-    hr = IWineD3DDevice_CreateVertexShader(This->wined3d_device,
-            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);
+        WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
         HeapFree(GetProcessHeap(), 0, object);
         return hr;
     }
 
+    TRACE("Created vertex shader %p.\n", object);
     *shader = (ID3D10VertexShader *)object;
 
     return S_OK;
diff --git a/dlls/d3d10core/shader.c b/dlls/d3d10core/shader.c
index 11e080d..197b40a 100644
--- a/dlls/d3d10core/shader.c
+++ b/dlls/d3d10core/shader.c
@@ -214,7 +214,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_vertex_shader_SetPrivateDataInterface(ID3
     return E_NOTIMPL;
 }
 
-const struct ID3D10VertexShaderVtbl d3d10_vertex_shader_vtbl =
+static const struct ID3D10VertexShaderVtbl d3d10_vertex_shader_vtbl =
 {
     /* IUnknown methods */
     d3d10_vertex_shader_QueryInterface,
@@ -227,6 +227,36 @@ const struct ID3D10VertexShaderVtbl d3d10_vertex_shader_vtbl =
     d3d10_vertex_shader_SetPrivateDataInterface,
 };
 
+HRESULT d3d10_vertex_shader_init(struct d3d10_vertex_shader *shader, struct d3d10_device *device,
+        const void *byte_code, SIZE_T byte_code_length)
+{
+    struct d3d10_shader_info shader_info;
+    HRESULT hr;
+
+    shader->vtbl = &d3d10_vertex_shader_vtbl;
+    shader->refcount = 1;
+
+    shader_info.output_signature = &shader->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);
+        return hr;
+    }
+
+    hr = IWineD3DDevice_CreateVertexShader(device->wined3d_device,
+            shader_info.shader_code, &shader->output_signature,
+            &shader->wined3d_shader, (IUnknown *)shader);
+    if (FAILED(hr))
+    {
+        WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr);
+        shader_free_signature(&shader->output_signature);
+        return hr;
+    }
+
+    return S_OK;
+}
+
 /* IUnknown methods */
 
 static HRESULT STDMETHODCALLTYPE d3d10_geometry_shader_QueryInterface(ID3D10GeometryShader *iface,
-- 
1.6.0.6




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