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d2d1/effect: Add LoadComputeShader().
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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@ -247,10 +247,27 @@ static HRESULT STDMETHODCALLTYPE d2d_effect_context_LoadVertexShader(ID2D1Effect
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static HRESULT STDMETHODCALLTYPE d2d_effect_context_LoadComputeShader(ID2D1EffectContext *iface,
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REFGUID shader_id, const BYTE *buffer, UINT32 buffer_size)
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{
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FIXME("iface %p, shader_id %s, buffer %p, buffer_size %u stub!\n",
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struct d2d_effect_context *effect_context = impl_from_ID2D1EffectContext(iface);
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ID3D11ComputeShader *shader;
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HRESULT hr;
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TRACE("iface %p, shader_id %s, buffer %p, buffer_size %u.\n",
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iface, debugstr_guid(shader_id), buffer, buffer_size);
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return E_NOTIMPL;
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if (ID2D1EffectContext_IsShaderLoaded(iface, shader_id))
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return S_OK;
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if (FAILED(hr = ID3D11Device1_CreateComputeShader(effect_context->device_context->d3d_device,
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buffer, buffer_size, NULL, &shader)))
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{
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WARN("Failed to create a compute shader, hr %#lx.\n", hr);
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return hr;
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}
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hr = d2d_effect_context_add_shader(effect_context, shader_id, shader);
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ID3D11ComputeShader_Release(shader);
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return hr;
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}
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static BOOL STDMETHODCALLTYPE d2d_effect_context_IsShaderLoaded(ID2D1EffectContext *iface, REFGUID shader_id)
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