wined3d: Add a wined3d pixel shader to struct d3d10_pixel_shader.

oldstable
Henri Verbeet 2009-04-27 09:37:14 +02:00 committed by Alexandre Julliard
parent abc253f52f
commit f1023815ce
3 changed files with 56 additions and 1 deletions

View File

@ -39,6 +39,7 @@
((DWORD)(ch2) << 16) | ((DWORD)(ch3) << 24 ))
#define TAG_DXBC MAKE_TAG('D', 'X', 'B', 'C')
#define TAG_ISGN MAKE_TAG('I', 'S', 'G', 'N')
#define TAG_SHDR MAKE_TAG('S', 'H', 'D', 'R')
/* TRACE helper functions */
const char *debug_d3d10_primitive_topology(D3D10_PRIMITIVE_TOPOLOGY topology);
@ -149,8 +150,12 @@ struct d3d10_pixel_shader
{
const struct ID3D10PixelShaderVtbl *vtbl;
LONG refcount;
IWineD3DPixelShader *wined3d_shader;
};
HRESULT shader_extract_from_dxbc(const void *dxbc, SIZE_T dxbc_length, const DWORD **shader_code);
/* Layered device */
enum dxgi_device_layer_id
{

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@ -1023,11 +1023,21 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShaderWithStreamOutp
static HRESULT STDMETHODCALLTYPE d3d10_device_CreatePixelShader(ID3D10Device *iface,
const void *byte_code, SIZE_T byte_code_length, ID3D10PixelShader **shader)
{
struct d3d10_device *This = (struct d3d10_device *)iface;
struct d3d10_pixel_shader *object;
const DWORD *shader_code;
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);
hr = shader_extract_from_dxbc(byte_code, byte_code_length, &shader_code);
if (FAILED(hr))
{
ERR("Failed to extract shader, hr %#x\n", hr);
return hr;
}
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
@ -1038,6 +1048,15 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreatePixelShader(ID3D10Device *if
object->vtbl = &d3d10_pixel_shader_vtbl;
object->refcount = 1;
hr = IWineD3DDevice_CreatePixelShader(This->wined3d_device,
shader_code, &object->wined3d_shader, (IUnknown *)object);
if (FAILED(hr))
{
ERR("CreatePixelShader failed, hr %#x\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
*shader = (ID3D10PixelShader *)object;
return S_OK;

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@ -24,6 +24,37 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d10core);
static HRESULT shdr_handler(const char *data, DWORD data_size, DWORD tag, void *ctx)
{
const DWORD **shader_data = ctx;
char tag_str[5];
switch(tag)
{
case TAG_SHDR:
*shader_data = (const DWORD *)data;
return S_OK;
default:
memcpy(tag_str, &tag, 4);
tag_str[4] = '\0';
FIXME("Unhandled chunk %s\n", tag_str);
return S_OK;
}
}
HRESULT shader_extract_from_dxbc(const void *dxbc, SIZE_T dxbc_length, const DWORD **shader_code)
{
HRESULT hr;
hr = parse_dxbc(dxbc, dxbc_length, shdr_handler, shader_code);
if (!*shader_code) hr = E_FAIL;
if (FAILED(hr)) ERR("Failed to parse shader, hr %#x\n", hr);
return hr;
}
/* IUnknown methods */
static HRESULT STDMETHODCALLTYPE d3d10_vertex_shader_QueryInterface(ID3D10VertexShader *iface,