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d3d10core: Add a separate function for d3d10_vertex_shader initialization.
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@ -132,7 +132,6 @@ HRESULT d3d10_input_layout_init(struct d3d10_input_layout *layout, struct d3d10_
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const void *shader_byte_code, SIZE_T shader_byte_code_length) DECLSPEC_HIDDEN;
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/* ID3D10VertexShader */
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extern const struct ID3D10VertexShaderVtbl d3d10_vertex_shader_vtbl DECLSPEC_HIDDEN;
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struct d3d10_vertex_shader
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{
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const struct ID3D10VertexShaderVtbl *vtbl;
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@ -142,6 +141,9 @@ struct d3d10_vertex_shader
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struct wined3d_shader_signature output_signature;
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};
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HRESULT d3d10_vertex_shader_init(struct d3d10_vertex_shader *shader, struct d3d10_device *device,
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const void *byte_code, SIZE_T byte_code_length) DECLSPEC_HIDDEN;
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/* ID3D10GeometryShader */
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extern const struct ID3D10GeometryShaderVtbl d3d10_geometry_shader_vtbl DECLSPEC_HIDDEN;
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struct d3d10_geometry_shader
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@ -935,7 +935,6 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device *i
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{
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struct d3d10_device *This = (struct d3d10_device *)iface;
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struct d3d10_vertex_shader *object;
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struct d3d10_shader_info shader_info;
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HRESULT hr;
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TRACE("iface %p, byte_code %p, byte_code_length %lu, shader %p\n",
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@ -948,29 +947,15 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device *i
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return E_OUTOFMEMORY;
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}
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object->vtbl = &d3d10_vertex_shader_vtbl;
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object->refcount = 1;
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shader_info.output_signature = &object->output_signature;
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hr = shader_extract_from_dxbc(byte_code, byte_code_length, &shader_info);
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hr = d3d10_vertex_shader_init(object, This, byte_code, byte_code_length);
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if (FAILED(hr))
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{
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ERR("Failed to extract shader, hr %#x\n", hr);
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HeapFree(GetProcessHeap(), 0, object);
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return hr;
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}
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hr = IWineD3DDevice_CreateVertexShader(This->wined3d_device,
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shader_info.shader_code, &object->output_signature,
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&object->wined3d_shader, (IUnknown *)object);
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if (FAILED(hr))
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{
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ERR("CreateVertexShader failed, hr %#x\n", hr);
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shader_free_signature(&object->output_signature);
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WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
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HeapFree(GetProcessHeap(), 0, object);
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return hr;
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}
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TRACE("Created vertex shader %p.\n", object);
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*shader = (ID3D10VertexShader *)object;
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return S_OK;
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@ -214,7 +214,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_vertex_shader_SetPrivateDataInterface(ID3
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return E_NOTIMPL;
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}
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const struct ID3D10VertexShaderVtbl d3d10_vertex_shader_vtbl =
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static const struct ID3D10VertexShaderVtbl d3d10_vertex_shader_vtbl =
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{
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/* IUnknown methods */
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d3d10_vertex_shader_QueryInterface,
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@ -227,6 +227,36 @@ const struct ID3D10VertexShaderVtbl d3d10_vertex_shader_vtbl =
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d3d10_vertex_shader_SetPrivateDataInterface,
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};
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HRESULT d3d10_vertex_shader_init(struct d3d10_vertex_shader *shader, struct d3d10_device *device,
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const void *byte_code, SIZE_T byte_code_length)
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{
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struct d3d10_shader_info shader_info;
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HRESULT hr;
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shader->vtbl = &d3d10_vertex_shader_vtbl;
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shader->refcount = 1;
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shader_info.output_signature = &shader->output_signature;
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hr = shader_extract_from_dxbc(byte_code, byte_code_length, &shader_info);
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if (FAILED(hr))
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{
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ERR("Failed to extract shader, hr %#x.\n", hr);
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return hr;
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}
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hr = IWineD3DDevice_CreateVertexShader(device->wined3d_device,
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shader_info.shader_code, &shader->output_signature,
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&shader->wined3d_shader, (IUnknown *)shader);
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if (FAILED(hr))
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{
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WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr);
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shader_free_signature(&shader->output_signature);
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return hr;
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}
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return S_OK;
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}
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/* IUnknown methods */
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static HRESULT STDMETHODCALLTYPE d3d10_geometry_shader_QueryInterface(ID3D10GeometryShader *iface,
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