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Aleksandr Isakov
wine-fonts
Commits
fc711d49
Commit
fc711d49
authored
Sep 25, 2012
by
Henri Verbeet
Committed by
Alexandre Julliard
Sep 25, 2012
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Plain Diff
wined3d: wined3d_device_set_pixel_shader() never fails.
parent
4f2c93e2
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4 changed files
with
15 additions
and
23 deletions
+15
-23
device.c
dlls/d3d8/device.c
+4
-5
device.c
dlls/d3d9/device.c
+2
-3
device.c
dlls/wined3d/device.c
+8
-14
wined3d.h
include/wine/wined3d.h
+1
-1
No files found.
dlls/d3d8/device.c
View file @
fc711d49
...
...
@@ -2422,7 +2422,6 @@ static HRESULT WINAPI d3d8_device_SetPixelShader(IDirect3DDevice8 *iface, DWORD
{
struct
d3d8_device
*
device
=
impl_from_IDirect3DDevice8
(
iface
);
struct
d3d8_pixel_shader
*
shader_impl
;
HRESULT
hr
;
TRACE
(
"iface %p, shader %#x.
\n
"
,
iface
,
shader
);
...
...
@@ -2430,9 +2429,9 @@ static HRESULT WINAPI d3d8_device_SetPixelShader(IDirect3DDevice8 *iface, DWORD
if
(
!
shader
)
{
hr
=
wined3d_device_set_pixel_shader
(
device
->
wined3d_device
,
NULL
);
wined3d_device_set_pixel_shader
(
device
->
wined3d_device
,
NULL
);
wined3d_mutex_unlock
();
return
hr
;
return
D3D_OK
;
}
if
(
!
(
shader_impl
=
d3d8_get_object
(
&
device
->
handle_table
,
shader
-
(
VS_HIGHESTFIXEDFXF
+
1
),
D3D8_HANDLE_PS
)))
...
...
@@ -2443,10 +2442,10 @@ static HRESULT WINAPI d3d8_device_SetPixelShader(IDirect3DDevice8 *iface, DWORD
}
TRACE
(
"Setting shader %p.
\n
"
,
shader_impl
);
hr
=
wined3d_device_set_pixel_shader
(
device
->
wined3d_device
,
shader_impl
->
wined3d_shader
);
wined3d_device_set_pixel_shader
(
device
->
wined3d_device
,
shader_impl
->
wined3d_shader
);
wined3d_mutex_unlock
();
return
hr
;
return
D3D_OK
;
}
static
HRESULT
WINAPI
d3d8_device_GetPixelShader
(
IDirect3DDevice8
*
iface
,
DWORD
*
shader
)
...
...
dlls/d3d9/device.c
View file @
fc711d49
...
...
@@ -2564,16 +2564,15 @@ static HRESULT WINAPI d3d9_device_SetPixelShader(IDirect3DDevice9Ex *iface, IDir
{
struct
d3d9_device
*
device
=
impl_from_IDirect3DDevice9Ex
(
iface
);
struct
d3d9_pixelshader
*
shader_obj
=
unsafe_impl_from_IDirect3DPixelShader9
(
shader
);
HRESULT
hr
;
TRACE
(
"iface %p, shader %p.
\n
"
,
iface
,
shader
);
wined3d_mutex_lock
();
hr
=
wined3d_device_set_pixel_shader
(
device
->
wined3d_device
,
wined3d_device_set_pixel_shader
(
device
->
wined3d_device
,
shader_obj
?
shader_obj
->
wined3d_shader
:
NULL
);
wined3d_mutex_unlock
();
return
hr
;
return
D3D_OK
;
}
static
HRESULT
WINAPI
d3d9_device_GetPixelShader
(
IDirect3DDevice9Ex
*
iface
,
IDirect3DPixelShader9
**
shader
)
...
...
dlls/wined3d/device.c
View file @
fc711d49
...
...
@@ -2831,39 +2831,33 @@ void device_update_tex_unit_map(struct wined3d_device *device)
device_map_vsamplers
(
device
,
ps
,
gl_info
);
}
HRESULT
CDECL
wined3d_device_set_pixel_shader
(
struct
wined3d_device
*
device
,
struct
wined3d_shader
*
shader
)
void
CDECL
wined3d_device_set_pixel_shader
(
struct
wined3d_device
*
device
,
struct
wined3d_shader
*
shader
)
{
struct
wined3d_shader
*
prev
=
device
->
updateStateBlock
->
state
.
pixel_shader
;
TRACE
(
"device %p, shader %p.
\n
"
,
device
,
shader
);
if
(
shader
)
wined3d_shader_incref
(
shader
);
if
(
prev
)
wined3d_shader_decref
(
prev
);
device
->
updateStateBlock
->
state
.
pixel_shader
=
shader
;
device
->
updateStateBlock
->
changed
.
pixelShader
=
TRUE
;
if
(
device
->
isRecordingState
)
{
if
(
shader
)
wined3d_shader_incref
(
shader
);
if
(
prev
)
wined3d_shader_decref
(
prev
);
TRACE
(
"Recording... not performing anything.
\n
"
);
return
WINED3D_OK
;
return
;
}
if
(
shader
==
prev
)
{
TRACE
(
"Application is setting the old shader over, nothing to do.
\n
"
);
return
WINED3D_OK
;
return
;
}
if
(
shader
)
wined3d_shader_incref
(
shader
);
if
(
prev
)
wined3d_shader_decref
(
prev
);
device_invalidate_state
(
device
,
STATE_PIXELSHADER
);
return
WINED3D_OK
;
}
struct
wined3d_shader
*
CDECL
wined3d_device_get_pixel_shader
(
const
struct
wined3d_device
*
device
)
...
...
include/wine/wined3d.h
View file @
fc711d49
...
...
@@ -2209,7 +2209,7 @@ HRESULT __cdecl wined3d_device_set_light_enable(struct wined3d_device *device, U
void
__cdecl
wined3d_device_set_material
(
struct
wined3d_device
*
device
,
const
struct
wined3d_material
*
material
);
void
__cdecl
wined3d_device_set_multithreaded
(
struct
wined3d_device
*
device
);
HRESULT
__cdecl
wined3d_device_set_npatch_mode
(
struct
wined3d_device
*
device
,
float
segments
);
HRESULT
__cdecl
wined3d_device_set_pixel_shader
(
struct
wined3d_device
*
device
,
struct
wined3d_shader
*
shader
);
void
__cdecl
wined3d_device_set_pixel_shader
(
struct
wined3d_device
*
device
,
struct
wined3d_shader
*
shader
);
void
__cdecl
wined3d_device_set_primitive_type
(
struct
wined3d_device
*
device
,
enum
wined3d_primitive_type
primitive_topology
);
HRESULT
__cdecl
wined3d_device_set_ps_consts_b
(
struct
wined3d_device
*
device
,
...
...
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