d3d11: Do not print a FIXME for dynamic linking when zero class instances are passed.

Many applications pass a non-NULL array pointer but a count of zero.

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Zebediah Figura 2022-03-09 18:46:35 -06:00 committed by Alexandre Julliard
parent 6a08d902cc
commit eea57f4ec0

View file

@ -730,7 +730,7 @@ static void STDMETHODCALLTYPE d3d11_device_context_PSSetShader(ID3D11DeviceConte
TRACE("iface %p, shader %p, class_instances %p, class_instance_count %u.\n",
iface, shader, class_instances, class_instance_count);
if (class_instances)
if (class_instance_count)
FIXME("Dynamic linking is not implemented yet.\n");
wined3d_device_context_set_shader(context->wined3d_context, WINED3D_SHADER_TYPE_PIXEL,
@ -755,7 +755,7 @@ static void STDMETHODCALLTYPE d3d11_device_context_VSSetShader(ID3D11DeviceConte
TRACE("iface %p, shader %p, class_instances %p, class_instance_count %u.\n",
iface, shader, class_instances, class_instance_count);
if (class_instances)
if (class_instance_count)
FIXME("Dynamic linking is not implemented yet.\n");
wined3d_device_context_set_shader(context->wined3d_context, WINED3D_SHADER_TYPE_VERTEX,
@ -941,7 +941,7 @@ static void STDMETHODCALLTYPE d3d11_device_context_GSSetShader(ID3D11DeviceConte
TRACE("iface %p, shader %p, class_instances %p, class_instance_count %u.\n",
iface, shader, class_instances, class_instance_count);
if (class_instances)
if (class_instance_count)
FIXME("Dynamic linking is not implemented yet.\n");
wined3d_device_context_set_shader(context->wined3d_context, WINED3D_SHADER_TYPE_GEOMETRY,
@ -1544,7 +1544,7 @@ static void STDMETHODCALLTYPE d3d11_device_context_HSSetShader(ID3D11DeviceConte
TRACE("iface %p, shader %p, class_instances %p, class_instance_count %u.\n",
iface, shader, class_instances, class_instance_count);
if (class_instances)
if (class_instance_count)
FIXME("Dynamic linking is not implemented yet.\n");
wined3d_device_context_set_shader(context->wined3d_context, WINED3D_SHADER_TYPE_HULL,
@ -1588,7 +1588,7 @@ static void STDMETHODCALLTYPE d3d11_device_context_DSSetShader(ID3D11DeviceConte
TRACE("iface %p, shader %p, class_instances %p, class_instance_count %u.\n",
iface, shader, class_instances, class_instance_count);
if (class_instances)
if (class_instance_count)
FIXME("Dynamic linking is not implemented yet.\n");
wined3d_device_context_set_shader(context->wined3d_context, WINED3D_SHADER_TYPE_DOMAIN,
@ -1659,7 +1659,7 @@ static void STDMETHODCALLTYPE d3d11_device_context_CSSetShader(ID3D11DeviceConte
TRACE("iface %p, shader %p, class_instances %p, class_instance_count %u.\n",
iface, shader, class_instances, class_instance_count);
if (class_instances)
if (class_instance_count)
FIXME("Dynamic linking is not implemented yet.\n");
wined3d_device_context_set_shader(context->wined3d_context, WINED3D_SHADER_TYPE_COMPUTE,