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d3dcompiler: Implement ID3D11ReflectionInterface::GetDesc().
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@ -137,9 +137,56 @@ static ULONG STDMETHODCALLTYPE d3dcompiler_shader_reflection_Release(ID3D11Shade
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static HRESULT STDMETHODCALLTYPE d3dcompiler_shader_reflection_GetDesc(ID3D11ShaderReflection *iface, D3D11_SHADER_DESC *desc)
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{
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FIXME("iface %p, desc %p stub!\n", iface, desc);
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struct d3dcompiler_shader_reflection *This = impl_from_ID3D11ShaderReflection(iface);
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return E_NOTIMPL;
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FIXME("iface %p, desc %p partial stub!\n", iface, desc);
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if (!desc)
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{
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WARN("Invalid argument specified\n");
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return E_FAIL;
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}
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desc->Version = This->version;
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desc->Creator = This->creator;
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desc->Flags = This->flags;
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desc->ConstantBuffers = This->constant_buffer_count;
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desc->BoundResources = This->bound_resource_count;
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desc->InputParameters = This->isgn ? This->isgn->element_count : 0;
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desc->OutputParameters = This->osgn ? This->osgn->element_count : 0;
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desc->InstructionCount = This->instruction_count;
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desc->TempRegisterCount = This->temp_register_count;
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desc->TempArrayCount = This->temp_array_count;
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desc->DefCount = 0;
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desc->DclCount = This->dcl_count;
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desc->TextureNormalInstructions = This->texture_normal_instructions;
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desc->TextureLoadInstructions = This->texture_load_instructions;
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desc->TextureCompInstructions = This->texture_comp_instructions;
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desc->TextureBiasInstructions = This->texture_bias_instructions;
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desc->TextureGradientInstructions = This->texture_gradient_instructions;
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desc->FloatInstructionCount = This->float_instruction_count;
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desc->IntInstructionCount = This->int_instruction_count;
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desc->UintInstructionCount = This->uint_instruction_count;
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desc->StaticFlowControlCount = This->static_flow_control_count;
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desc->DynamicFlowControlCount = This->dynamic_flow_control_count;
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desc->MacroInstructionCount = 0;
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desc->ArrayInstructionCount = This->array_instruction_count;
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desc->CutInstructionCount = This->cut_instruction_count;
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desc->EmitInstructionCount = This->emit_instruction_count;
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desc->GSOutputTopology = This->gs_output_topology;
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desc->GSMaxOutputVertexCount = This->gs_max_output_vertex_count;
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desc->InputPrimitive = This->input_primitive;
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desc->PatchConstantParameters = This->pcsg ? This->pcsg->element_count : 0;
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desc->cGSInstanceCount = 0;
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desc->cControlPoints = This->c_control_points;
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desc->HSOutputPrimitive = This->hs_output_primitive;
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desc->HSPartitioning = This->hs_prtitioning;
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desc->TessellatorDomain = This->tessellator_domain;
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desc->cBarrierInstructions = 0;
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desc->cInterlockedInstructions = 0;
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desc->cTextureStoreInstructions = 0;
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return S_OK;
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}
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static struct ID3D11ShaderReflectionConstantBuffer * STDMETHODCALLTYPE d3dcompiler_shader_reflection_GetConstantBufferByIndex(
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