36 if (
shader->wined3d_shader)
59 TRACE(
"device %p, declaration %p, shader_handle %#x, decl_ptr %p.\n",
62 if (!(
object = heap_alloc_zero(
sizeof(*
object))))
68 WARN(
"Failed to initialize vertex declaration, hr %#x.\n",
hr);
73 TRACE(
"Created vertex declaration %p.\n",
object);
97 WARN(
"Attempt to use a non-FLOAT3 normal with the fixed-function function\n");
107 WARN(
"Failed to create vertex declaration, hr %#x.\n",
hr);
121 desc.input_signature.element_count = 0;
122 desc.output_signature.element_count = 0;
123 desc.patch_constant_signature.element_count = 0;
124 desc.max_version = 1;
132 WARN(
"Failed to create wined3d vertex shader, hr %#x.\n",
hr);
168 shader->handle = shader_handle;
173 desc.input_signature.element_count = 0;
174 desc.output_signature.element_count = 0;
175 desc.patch_constant_signature.element_count = 0;
176 desc.max_version = 1;
184 WARN(
"Failed to create wined3d pixel shader, hr %#x.\n",
hr);
static BOOL heap_free(void *mem)
#define WINE_DEFAULT_DEBUG_CHANNEL(t)
#define STDMETHODCALLTYPE
size_t parse_token(const DWORD *pToken) DECLSPEC_HIDDEN
void load_local_constants(const DWORD *d3d8_elements, struct wined3d_shader *wined3d_vertex_shader) DECLSPEC_HIDDEN
HRESULT d3d8_vertex_declaration_init(struct d3d8_vertex_declaration *declaration, struct d3d8_device *device, const DWORD *elements, DWORD shader_handle) DECLSPEC_HIDDEN
void d3d8_vertex_declaration_destroy(struct d3d8_vertex_declaration *declaration) DECLSPEC_HIDDEN
#define D3DVSD_VERTEXREGMASK
#define D3DVSD_DATATYPEMASK
#define D3DVSD_VERTEXREGSHIFT
#define D3DVSD_TOKENTYPEMASK
#define D3DVSD_DATATYPESHIFT
#define D3DVSD_TOKENTYPESHIFT
@ D3DVSD_TOKEN_STREAMDATA
enum _D3DVSD_TOKENTYPE D3DVSD_TOKENTYPE
#define D3DERR_INVALIDCALL
static const struct wined3d_parent_ops d3d8_pixelshader_wined3d_parent_ops
HRESULT d3d8_vertex_shader_init(struct d3d8_vertex_shader *shader, struct d3d8_device *device, const DWORD *declaration, const DWORD *byte_code, DWORD shader_handle, DWORD usage)
static void STDMETHODCALLTYPE d3d8_pixelshader_wined3d_object_destroyed(void *parent)
static const struct wined3d_parent_ops d3d8_vertexshader_wined3d_parent_ops
void d3d8_vertex_shader_destroy(struct d3d8_vertex_shader *shader)
static void STDMETHODCALLTYPE d3d8_vertexshader_wined3d_object_destroyed(void *parent)
HRESULT d3d8_pixel_shader_init(struct d3d8_pixel_shader *shader, struct d3d8_device *device, const DWORD *byte_code, DWORD shader_handle)
void d3d8_pixel_shader_destroy(struct d3d8_pixel_shader *shader)
static HRESULT d3d8_vertexshader_create_vertexdeclaration(struct d3d8_device *device, const DWORD *declaration, DWORD shader_handle, struct d3d8_vertex_declaration **decl_ptr)
HRESULT CDECL wined3d_shader_create_vs(struct wined3d_device *device, const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
ULONG CDECL wined3d_shader_decref(struct wined3d_shader *shader)
GLuint GLuint GLsizei GLenum type
GLsizeiptr const GLvoid GLenum usage
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum GLenum GLfloat GLenum GLenum GLint GLenum GLfloat GLenum GLint GLint GLushort GLenum GLenum GLfloat GLenum GLenum GLint GLfloat const GLubyte GLenum GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLint GLint GLsizei GLsizei GLint GLenum GLenum const GLvoid GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLenum const GLdouble GLenum GLenum const GLfloat GLenum GLenum const GLint GLsizei GLuint GLfloat token
static const WCHAR desc[]
@ WINED3D_SHADER_BYTE_CODE_FORMAT_SM1
void WINAPI wined3d_mutex_unlock(void)
void WINAPI wined3d_mutex_lock(void)