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d3d11: Implement {d3d10, d3d11}_geometry_shader_GetDevice().
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
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@ -249,6 +249,7 @@ struct d3d_geometry_shader
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struct wined3d_private_store private_store;
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struct wined3d_shader *wined3d_shader;
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ID3D11Device *device;
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};
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HRESULT d3d_geometry_shader_create(struct d3d_device *device, const void *byte_code, SIZE_T byte_code_length,
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@ -495,9 +495,15 @@ static ULONG STDMETHODCALLTYPE d3d11_geometry_shader_Release(ID3D11GeometryShade
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if (!refcount)
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{
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ID3D11Device *device = shader->device;
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wined3d_mutex_lock();
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wined3d_shader_decref(shader->wined3d_shader);
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wined3d_mutex_unlock();
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/* Release the device last, it may cause the wined3d device to be
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* destroyed. */
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ID3D11Device_Release(device);
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}
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return refcount;
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@ -506,7 +512,12 @@ static ULONG STDMETHODCALLTYPE d3d11_geometry_shader_Release(ID3D11GeometryShade
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static void STDMETHODCALLTYPE d3d11_geometry_shader_GetDevice(ID3D11GeometryShader *iface,
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ID3D11Device **device)
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{
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FIXME("iface %p, device %p stub!\n", iface, device);
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struct d3d_geometry_shader *shader = impl_from_ID3D11GeometryShader(iface);
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TRACE("iface %p, device %p.\n", iface, device);
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*device = shader->device;
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ID3D11Device_AddRef(*device);
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}
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static HRESULT STDMETHODCALLTYPE d3d11_geometry_shader_GetPrivateData(ID3D11GeometryShader *iface,
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@ -593,7 +604,11 @@ static ULONG STDMETHODCALLTYPE d3d10_geometry_shader_Release(ID3D10GeometryShade
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static void STDMETHODCALLTYPE d3d10_geometry_shader_GetDevice(ID3D10GeometryShader *iface, ID3D10Device **device)
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{
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FIXME("iface %p, device %p stub!\n", iface, device);
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struct d3d_geometry_shader *shader = impl_from_ID3D10GeometryShader(iface);
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TRACE("iface %p, device %p.\n", iface, device);
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ID3D11Device_QueryInterface(shader->device, &IID_ID3D10Device, (void **)device);
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}
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static HRESULT STDMETHODCALLTYPE d3d10_geometry_shader_GetPrivateData(ID3D10GeometryShader *iface,
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@ -697,6 +712,9 @@ static HRESULT d3d_geometry_shader_init(struct d3d_geometry_shader *shader, stru
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}
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wined3d_mutex_unlock();
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shader->device = &device->ID3D11Device_iface;
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ID3D11Device_AddRef(shader->device);
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return S_OK;
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}
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