d2d1/effect: Add LoadComputeShader().

Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
Nikolay Sivov 2022-06-19 20:11:26 +03:00 committed by Alexandre Julliard
parent f15b317260
commit 89e1a7614e

View file

@ -247,10 +247,27 @@ static HRESULT STDMETHODCALLTYPE d2d_effect_context_LoadVertexShader(ID2D1Effect
static HRESULT STDMETHODCALLTYPE d2d_effect_context_LoadComputeShader(ID2D1EffectContext *iface,
REFGUID shader_id, const BYTE *buffer, UINT32 buffer_size)
{
FIXME("iface %p, shader_id %s, buffer %p, buffer_size %u stub!\n",
struct d2d_effect_context *effect_context = impl_from_ID2D1EffectContext(iface);
ID3D11ComputeShader *shader;
HRESULT hr;
TRACE("iface %p, shader_id %s, buffer %p, buffer_size %u.\n",
iface, debugstr_guid(shader_id), buffer, buffer_size);
return E_NOTIMPL;
if (ID2D1EffectContext_IsShaderLoaded(iface, shader_id))
return S_OK;
if (FAILED(hr = ID3D11Device1_CreateComputeShader(effect_context->device_context->d3d_device,
buffer, buffer_size, NULL, &shader)))
{
WARN("Failed to create a compute shader, hr %#lx.\n", hr);
return hr;
}
hr = d2d_effect_context_add_shader(effect_context, shader_id, shader);
ID3D11ComputeShader_Release(shader);
return hr;
}
static BOOL STDMETHODCALLTYPE d2d_effect_context_IsShaderLoaded(ID2D1EffectContext *iface, REFGUID shader_id)