[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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