forked from Mirrors/wine-wine
d3d11: Implement d3d11_device_CreateVertexShader().
parent
32892beba9
commit
70fdfdb11b
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@ -236,8 +236,8 @@ struct d3d_vertex_shader
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ID3D11Device *device;
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ID3D11Device *device;
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};
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};
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HRESULT d3d_vertex_shader_init(struct d3d_vertex_shader *shader, struct d3d_device *device,
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HRESULT d3d_vertex_shader_create(struct d3d_device *device, const void *byte_code, SIZE_T byte_code_length,
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const void *byte_code, SIZE_T byte_code_length) DECLSPEC_HIDDEN;
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struct d3d_vertex_shader **shader) DECLSPEC_HIDDEN;
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struct d3d_vertex_shader *unsafe_impl_from_ID3D10VertexShader(ID3D10VertexShader *iface) DECLSPEC_HIDDEN;
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struct d3d_vertex_shader *unsafe_impl_from_ID3D10VertexShader(ID3D10VertexShader *iface) DECLSPEC_HIDDEN;
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/* ID3D10GeometryShader */
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/* ID3D10GeometryShader */
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@ -199,10 +199,22 @@ static HRESULT STDMETHODCALLTYPE d3d11_device_CreateInputLayout(ID3D11Device *if
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static HRESULT STDMETHODCALLTYPE d3d11_device_CreateVertexShader(ID3D11Device *iface, const void *byte_code,
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static HRESULT STDMETHODCALLTYPE d3d11_device_CreateVertexShader(ID3D11Device *iface, const void *byte_code,
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SIZE_T byte_code_length, ID3D11ClassLinkage *class_linkage, ID3D11VertexShader **shader)
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SIZE_T byte_code_length, ID3D11ClassLinkage *class_linkage, ID3D11VertexShader **shader)
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{
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{
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FIXME("iface %p, byte_code %p, byte_code_length %lu, class_linkage %p, shader %p stub!\n",
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struct d3d_device *device = impl_from_ID3D11Device(iface);
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struct d3d_vertex_shader *object;
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HRESULT hr;
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TRACE("iface %p, byte_code %p, byte_code_length %lu, class_linkage %p, shader %p.\n",
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iface, byte_code, byte_code_length, class_linkage, shader);
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iface, byte_code, byte_code_length, class_linkage, shader);
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return E_NOTIMPL;
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if (class_linkage)
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FIXME("Class linkage is not implemented yet.\n");
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if (FAILED(hr = d3d_vertex_shader_create(device, byte_code, byte_code_length, &object)))
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return hr;
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*shader = &object->ID3D11VertexShader_iface;
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return S_OK;
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}
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}
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static HRESULT STDMETHODCALLTYPE d3d11_device_CreateGeometryShader(ID3D11Device *iface, const void *byte_code,
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static HRESULT STDMETHODCALLTYPE d3d11_device_CreateGeometryShader(ID3D11Device *iface, const void *byte_code,
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@ -2237,26 +2249,16 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateInputLayout(ID3D10Device1 *i
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static HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device1 *iface,
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static HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device1 *iface,
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const void *byte_code, SIZE_T byte_code_length, ID3D10VertexShader **shader)
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const void *byte_code, SIZE_T byte_code_length, ID3D10VertexShader **shader)
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{
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{
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struct d3d_device *This = impl_from_ID3D10Device(iface);
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struct d3d_device *device = impl_from_ID3D10Device(iface);
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struct d3d_vertex_shader *object;
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struct d3d_vertex_shader *object;
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HRESULT hr;
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HRESULT hr;
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TRACE("iface %p, byte_code %p, byte_code_length %lu, shader %p\n",
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TRACE("iface %p, byte_code %p, byte_code_length %lu, shader %p.\n",
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iface, byte_code, byte_code_length, shader);
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iface, byte_code, byte_code_length, shader);
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (FAILED(hr = d3d_vertex_shader_create(device, byte_code, byte_code_length, &object)))
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if (!object)
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return E_OUTOFMEMORY;
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hr = d3d_vertex_shader_init(object, This, byte_code, byte_code_length);
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if (FAILED(hr))
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{
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WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
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HeapFree(GetProcessHeap(), 0, object);
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return hr;
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return hr;
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}
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TRACE("Created vertex shader %p.\n", object);
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*shader = &object->ID3D10VertexShader_iface;
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*shader = &object->ID3D10VertexShader_iface;
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return S_OK;
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return S_OK;
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@ -359,7 +359,7 @@ static const struct wined3d_parent_ops d3d_vertex_shader_wined3d_parent_ops =
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d3d_vertex_shader_wined3d_object_destroyed,
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d3d_vertex_shader_wined3d_object_destroyed,
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};
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};
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HRESULT d3d_vertex_shader_init(struct d3d_vertex_shader *shader, struct d3d_device *device,
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static HRESULT d3d_vertex_shader_init(struct d3d_vertex_shader *shader, struct d3d_device *device,
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const void *byte_code, SIZE_T byte_code_length)
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const void *byte_code, SIZE_T byte_code_length)
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{
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{
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struct wined3d_shader_signature output_signature;
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struct wined3d_shader_signature output_signature;
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@ -408,6 +408,28 @@ HRESULT d3d_vertex_shader_init(struct d3d_vertex_shader *shader, struct d3d_devi
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return S_OK;
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return S_OK;
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}
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}
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HRESULT d3d_vertex_shader_create(struct d3d_device *device, const void *byte_code, SIZE_T byte_code_length,
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struct d3d_vertex_shader **shader)
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{
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struct d3d_vertex_shader *object;
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HRESULT hr;
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if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
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return E_OUTOFMEMORY;
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if (FAILED(hr = d3d_vertex_shader_init(object, device, byte_code, byte_code_length)))
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{
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WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
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HeapFree(GetProcessHeap(), 0, object);
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return hr;
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}
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TRACE("Created vertex shader %p.\n", object);
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*shader = object;
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return S_OK;
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}
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struct d3d_vertex_shader *unsafe_impl_from_ID3D10VertexShader(ID3D10VertexShader *iface)
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struct d3d_vertex_shader *unsafe_impl_from_ID3D10VertexShader(ID3D10VertexShader *iface)
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{
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{
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if (!iface)
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if (!iface)
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