d3dcompiler: Get rid of the "dxversion" argument to SlWriteBytecode().

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Zebediah Figura 2020-03-19 18:07:13 -05:00 committed by Alexandre Julliard
parent b52497c53f
commit 45aa147945
3 changed files with 6 additions and 6 deletions

View file

@ -2410,7 +2410,7 @@ static HRESULT call_instr_handler(struct bc_writer *writer,
return E_INVALIDARG;
}
HRESULT SlWriteBytecode(const struct bwriter_shader *shader, int dxversion, DWORD **result, DWORD *size)
HRESULT shader_write_bytecode(const struct bwriter_shader *shader, DWORD **result, DWORD *size)
{
struct bc_writer *writer;
struct bytecode_buffer *buffer = NULL;

View file

@ -602,11 +602,11 @@ static HRESULT assemble_shader(const char *preproc_shader,
return D3DXERR_INVALIDDATA;
}
hr = SlWriteBytecode(shader, 9, &res, &size);
hr = shader_write_bytecode(shader, &res, &size);
SlDeleteShader(shader);
if (FAILED(hr))
{
ERR("SlWriteBytecode failed with 0x%08x\n", hr);
ERR("Failed to write bytecode, hr %#x.\n", hr);
return D3DXERR_INVALIDDATA;
}
@ -829,11 +829,11 @@ static HRESULT compile_shader(const char *preproc_shader, const char *target, co
return D3DXERR_INVALIDDATA;
}
hr = SlWriteBytecode(shader, 9, &res, &size);
hr = shader_write_bytecode(shader, &res, &size);
SlDeleteShader(shader);
if (FAILED(hr))
{
ERR("SlWriteBytecode failed with error 0x%08x.\n", hr);
ERR("Failed to write bytecode, hr %#x.\n", hr);
return D3DXERR_INVALIDDATA;
}

View file

@ -591,7 +591,7 @@ enum bwriterdeclusage
#define T3_REG 5
struct bwriter_shader *SlAssembleShader(const char *text, char **messages) DECLSPEC_HIDDEN;
HRESULT SlWriteBytecode(const struct bwriter_shader *shader, int dxversion, DWORD **result, DWORD *size) DECLSPEC_HIDDEN;
HRESULT shader_write_bytecode(const struct bwriter_shader *shader, DWORD **result, DWORD *size) DECLSPEC_HIDDEN;
void SlDeleteShader(struct bwriter_shader *shader) DECLSPEC_HIDDEN;
/* The general IR structure is inspired by Mesa GLSL hir, even though the code