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d3d10core: Implement d3d10_pixel_shader_GetDevice().
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commit
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3 changed files with 31 additions and 3 deletions
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@ -210,6 +210,7 @@ struct d3d10_pixel_shader
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struct wined3d_shader *wined3d_shader;
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struct wined3d_shader_signature output_signature;
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ID3D10Device1 *device;
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};
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HRESULT d3d10_pixel_shader_init(struct d3d10_pixel_shader *shader, struct d3d10_device *device,
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@ -482,7 +482,10 @@ static ULONG STDMETHODCALLTYPE d3d10_pixel_shader_AddRef(ID3D10PixelShader *ifac
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TRACE("%p increasing refcount to %u\n", This, refcount);
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if (refcount == 1)
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{
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ID3D10Device1_AddRef(This->device);
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wined3d_shader_incref(This->wined3d_shader);
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}
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return refcount;
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}
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@ -495,7 +498,14 @@ static ULONG STDMETHODCALLTYPE d3d10_pixel_shader_Release(ID3D10PixelShader *ifa
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TRACE("%p decreasing refcount to %u\n", This, refcount);
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if (!refcount)
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{
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ID3D10Device1 *device = This->device;
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wined3d_shader_decref(This->wined3d_shader);
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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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ID3D10Device1_Release(device);
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}
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return refcount;
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}
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@ -504,7 +514,12 @@ static ULONG STDMETHODCALLTYPE d3d10_pixel_shader_Release(ID3D10PixelShader *ifa
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static void STDMETHODCALLTYPE d3d10_pixel_shader_GetDevice(ID3D10PixelShader *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 d3d10_pixel_shader *shader = impl_from_ID3D10PixelShader(iface);
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TRACE("iface %p, device %p.\n", iface, device);
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*device = (ID3D10Device *)shader->device;
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ID3D10Device_AddRef(*device);
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}
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static HRESULT STDMETHODCALLTYPE d3d10_pixel_shader_GetPrivateData(ID3D10PixelShader *iface,
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@ -585,6 +600,9 @@ HRESULT d3d10_pixel_shader_init(struct d3d10_pixel_shader *shader, struct d3d10_
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return hr;
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}
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shader->device = &device->ID3D10Device1_iface;
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ID3D10Device1_AddRef(shader->device);
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return S_OK;
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}
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@ -584,10 +584,19 @@ float4 main(const float4 color : COLOR) : SV_TARGET
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hr = ID3D10Device_CreateVertexShader(device, ps_4_0, sizeof(ps_4_0), &vs);
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ok(hr == E_INVALIDARG, "Created a SM4 vertex shader from a pixel shader source, hr %#x\n", hr);
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expected_refcount = get_refcount((IUnknown *)device) + 1;
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hr = ID3D10Device_CreatePixelShader(device, ps_4_0, sizeof(ps_4_0), &ps);
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ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x\n", hr);
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if (ps)
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ID3D10PixelShader_Release(ps);
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refcount = get_refcount((IUnknown *)device);
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ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
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tmp = NULL;
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expected_refcount = refcount + 1;
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ID3D10PixelShader_GetDevice(ps, &tmp);
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ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
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refcount = get_refcount((IUnknown *)device);
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ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
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ID3D10Device_Release(tmp);
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ID3D10PixelShader_Release(ps);
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refcount = ID3D10Device_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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