From: Nikolay Sivov Subject: [PATCH 1/5] d3d10/effect: Move effect creation API functions. Message-Id: <20210916064812.2373611-1-nsivov@codeweavers.com> Date: Thu, 16 Sep 2021 09:48:08 +0300 Signed-off-by: Nikolay Sivov --- dlls/d3d10/d3d10_main.c | 53 ----------------------------------------- dlls/d3d10/effect.c | 53 +++++++++++++++++++++++++++++++++++++++++ 2 files changed, 53 insertions(+), 53 deletions(-) diff --git a/dlls/d3d10/d3d10_main.c b/dlls/d3d10/d3d10_main.c index 2d08c82a3c4..6961589ca31 100644 --- a/dlls/d3d10/d3d10_main.c +++ b/dlls/d3d10/d3d10_main.c @@ -230,50 +230,6 @@ HRESULT WINAPI D3D10CreateDeviceAndSwapChain(IDXGIAdapter *adapter, D3D10_DRIVER return S_OK; } -static int d3d10_effect_type_compare(const void *key, const struct wine_rb_entry *entry) -{ - const struct d3d10_effect_type *t = WINE_RB_ENTRY_VALUE(entry, const struct d3d10_effect_type, entry); - const DWORD *id = key; - - return *id - t->id; -} - -HRESULT WINAPI D3D10CreateEffectFromMemory(void *data, SIZE_T data_size, UINT flags, - ID3D10Device *device, ID3D10EffectPool *effect_pool, ID3D10Effect **effect) -{ - struct d3d10_effect *object; - HRESULT hr; - - FIXME("data %p, data_size %lu, flags %#x, device %p, effect_pool %p, effect %p stub!\n", - data, data_size, flags, device, effect_pool, effect); - - if (!(object = heap_alloc_zero(sizeof(*object)))) - { - ERR("Failed to allocate D3D10 effect object memory\n"); - return E_OUTOFMEMORY; - } - - wine_rb_init(&object->types, d3d10_effect_type_compare); - object->ID3D10Effect_iface.lpVtbl = &d3d10_effect_vtbl; - object->refcount = 1; - ID3D10Device_AddRef(device); - object->device = device; - - hr = d3d10_effect_parse(object, data, data_size); - if (FAILED(hr)) - { - ERR("Failed to parse effect\n"); - IUnknown_Release(&object->ID3D10Effect_iface); - return hr; - } - - *effect = &object->ID3D10Effect_iface; - - TRACE("Created ID3D10Effect %p\n", object); - - return S_OK; -} - HRESULT WINAPI D3D10CompileEffectFromMemory(void *data, SIZE_T data_size, const char *filename, const D3D10_SHADER_MACRO *defines, ID3D10Include *include, UINT hlsl_flags, UINT fx_flags, ID3D10Blob **effect, ID3D10Blob **errors) @@ -287,15 +243,6 @@ HRESULT WINAPI D3D10CompileEffectFromMemory(void *data, SIZE_T data_size, const NULL, "fx_4_0", hlsl_flags, fx_flags, effect, errors); } -HRESULT WINAPI D3D10CreateEffectPoolFromMemory(void *data, SIZE_T data_size, UINT fx_flags, - ID3D10Device *device, ID3D10EffectPool **effect_pool) -{ - FIXME("data %p, data_size %lu, fx_flags %#x, device %p, effect_pool %p stub.\n", - data, data_size, fx_flags, device, effect_pool); - - return E_NOTIMPL; -} - const char * WINAPI D3D10GetVertexShaderProfile(ID3D10Device *device) { FIXME("device %p stub!\n", device); diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c index e77d0691fcf..7342c2dbe23 100644 --- a/dlls/d3d10/effect.c +++ b/dlls/d3d10/effect.c @@ -8360,3 +8360,56 @@ static const struct ID3D10EffectTypeVtbl d3d10_effect_type_vtbl = d3d10_effect_type_GetMemberName, d3d10_effect_type_GetMemberSemantic, }; + +static int d3d10_effect_type_compare(const void *key, const struct wine_rb_entry *entry) +{ + const struct d3d10_effect_type *t = WINE_RB_ENTRY_VALUE(entry, const struct d3d10_effect_type, entry); + const DWORD *id = key; + + return *id - t->id; +} + +HRESULT WINAPI D3D10CreateEffectFromMemory(void *data, SIZE_T data_size, UINT flags, + ID3D10Device *device, ID3D10EffectPool *effect_pool, ID3D10Effect **effect) +{ + struct d3d10_effect *object; + HRESULT hr; + + FIXME("data %p, data_size %lu, flags %#x, device %p, effect_pool %p, effect %p stub!\n", + data, data_size, flags, device, effect_pool, effect); + + if (!(object = heap_alloc_zero(sizeof(*object)))) + { + ERR("Failed to allocate D3D10 effect object memory\n"); + return E_OUTOFMEMORY; + } + + wine_rb_init(&object->types, d3d10_effect_type_compare); + object->ID3D10Effect_iface.lpVtbl = &d3d10_effect_vtbl; + object->refcount = 1; + ID3D10Device_AddRef(device); + object->device = device; + + hr = d3d10_effect_parse(object, data, data_size); + if (FAILED(hr)) + { + ERR("Failed to parse effect\n"); + IUnknown_Release(&object->ID3D10Effect_iface); + return hr; + } + + *effect = &object->ID3D10Effect_iface; + + TRACE("Created effect %p\n", object); + + return S_OK; +} + +HRESULT WINAPI D3D10CreateEffectPoolFromMemory(void *data, SIZE_T data_size, UINT fx_flags, + ID3D10Device *device, ID3D10EffectPool **effect_pool) +{ + FIXME("data %p, data_size %lu, fx_flags %#x, device %p, effect_pool %p stub.\n", + data, data_size, fx_flags, device, effect_pool); + + return E_NOTIMPL; +} -- 2.33.0