};
/* ID3D10PixelShader */
-extern const struct ID3D10PixelShaderVtbl d3d10_pixel_shader_vtbl DECLSPEC_HIDDEN;
struct d3d10_pixel_shader
{
const struct ID3D10PixelShaderVtbl *vtbl;
struct wined3d_shader_signature output_signature;
};
-HRESULT shader_extract_from_dxbc(const void *dxbc, SIZE_T dxbc_length,
- struct d3d10_shader_info *shader_info) DECLSPEC_HIDDEN;
+HRESULT d3d10_pixel_shader_init(struct d3d10_pixel_shader *shader, struct d3d10_device *device,
+ const void *byte_code, SIZE_T byte_code_length) DECLSPEC_HIDDEN;
+
HRESULT shader_parse_signature(const char *data, DWORD data_size, struct wined3d_shader_signature *s) DECLSPEC_HIDDEN;
void shader_free_signature(struct wined3d_shader_signature *s) DECLSPEC_HIDDEN;
{
struct d3d10_device *This = (struct d3d10_device *)iface;
struct d3d10_pixel_shader *object;
- struct d3d10_shader_info shader_info;
HRESULT hr;
TRACE("iface %p, byte_code %p, byte_code_length %lu, shader %p\n",
return E_OUTOFMEMORY;
}
- object->vtbl = &d3d10_pixel_shader_vtbl;
- object->refcount = 1;
-
- shader_info.output_signature = &object->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);
- HeapFree(GetProcessHeap(), 0, object);
- return hr;
- }
-
- hr = IWineD3DDevice_CreatePixelShader(This->wined3d_device,
- shader_info.shader_code, &object->output_signature,
- &object->wined3d_shader, (IUnknown *)object);
+ hr = d3d10_pixel_shader_init(object, This, byte_code, byte_code_length);
if (FAILED(hr))
{
- ERR("CreatePixelShader failed, hr %#x\n", hr);
- shader_free_signature(&object->output_signature);
+ WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
+ TRACE("Created pixel shader %p.\n", object);
*shader = (ID3D10PixelShader *)object;
return S_OK;
return S_OK;
}
-HRESULT shader_extract_from_dxbc(const void *dxbc, SIZE_T dxbc_length, struct d3d10_shader_info *shader_info)
+static HRESULT shader_extract_from_dxbc(const void *dxbc, SIZE_T dxbc_length, struct d3d10_shader_info *shader_info)
{
HRESULT hr;
return E_NOTIMPL;
}
-const struct ID3D10PixelShaderVtbl d3d10_pixel_shader_vtbl =
+static const struct ID3D10PixelShaderVtbl d3d10_pixel_shader_vtbl =
{
/* IUnknown methods */
d3d10_pixel_shader_QueryInterface,
d3d10_pixel_shader_SetPrivateData,
d3d10_pixel_shader_SetPrivateDataInterface,
};
+
+HRESULT d3d10_pixel_shader_init(struct d3d10_pixel_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_pixel_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_CreatePixelShader(device->wined3d_device,
+ shader_info.shader_code, &shader->output_signature,
+ &shader->wined3d_shader, (IUnknown *)shader);
+ if (FAILED(hr))
+ {
+ WARN("Failed to create wined3d pixel shader, hr %#x.\n", hr);
+ shader_free_signature(&shader->output_signature);
+ return hr;
+ }
+
+ return S_OK;
+}