libs/vkd3d-shader: Avoid Windows data types in public API.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia
2018-02-15 15:43:52 +01:00
committed by Alexandre Julliard
parent fddf86e6ea
commit 844c83a837
9 changed files with 252 additions and 218 deletions

View File

@@ -1013,11 +1013,12 @@ HRESULT d3d12_root_signature_create(struct d3d12_device *device,
} root_signature_desc;
struct d3d12_root_signature *object;
HRESULT hr;
int ret;
if (FAILED(hr = vkd3d_shader_parse_root_signature(&dxbc, &root_signature_desc.vkd3d)))
if ((ret = vkd3d_shader_parse_root_signature(&dxbc, &root_signature_desc.vkd3d)) < 0)
{
WARN("Failed to parse root signature, hr %#x.\n", hr);
return hr;
WARN("Failed to parse root signature, vkd3d result %d.\n", ret);
return hresult_from_vkd3d_result(ret);
}
if (!(object = vkd3d_malloc(sizeof(*object))))
@@ -1269,7 +1270,7 @@ static HRESULT create_shader_stage(struct d3d12_device *device,
struct VkShaderModuleCreateInfo shader_desc;
struct vkd3d_shader_code spirv = {};
VkResult vr;
HRESULT hr;
int ret;
stage_desc->sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
stage_desc->pNext = NULL;
@@ -1283,10 +1284,10 @@ static HRESULT create_shader_stage(struct d3d12_device *device,
shader_desc.flags = 0;
dump_shader_stage(stage, code->pShaderBytecode, code->BytecodeLength);
if (FAILED(hr = vkd3d_shader_compile_dxbc(&dxbc, &spirv, 0, shader_interface)))
if ((ret = vkd3d_shader_compile_dxbc(&dxbc, &spirv, 0, shader_interface)) < 0)
{
WARN("Failed to compile shader, hr %#x.\n", hr);
return hr;
WARN("Failed to compile shader, vkd3d result %d.\n", ret);
return hresult_from_vkd3d_result(ret);
}
shader_desc.codeSize = spirv.size;
shader_desc.pCode = spirv.code;
@@ -1389,6 +1390,7 @@ static HRESULT d3d12_pipeline_state_init_compute(struct d3d12_pipeline_state *st
struct vkd3d_shader_code dxbc;
VkResult vr;
HRESULT hr;
int ret;
state->ID3D12PipelineState_iface.lpVtbl = &d3d12_pipeline_state_vtbl;
state->refcount = 1;
@@ -1406,10 +1408,10 @@ static HRESULT d3d12_pipeline_state_init_compute(struct d3d12_pipeline_state *st
dxbc.code = desc->CS.pShaderBytecode;
dxbc.size = desc->CS.BytecodeLength;
if (FAILED(hr = vkd3d_shader_scan_dxbc(&dxbc, &shader_info)))
if ((ret = vkd3d_shader_scan_dxbc(&dxbc, &shader_info)) < 0)
{
WARN("Failed to scan shader bytecode, hr %#x.\n", hr);
return hr;
WARN("Failed to scan shader bytecode, vkd3d result %d.\n", ret);
return hresult_from_vkd3d_result(ret);
}
if (FAILED(hr = d3d12_pipeline_state_init_compute_uav_counters(state,
@@ -1802,6 +1804,7 @@ static HRESULT d3d12_pipeline_state_init_graphics(struct d3d12_pipeline_state *s
uint32_t mask;
VkResult vr;
HRESULT hr;
int ret;
static const struct
{
@@ -1849,10 +1852,11 @@ static HRESULT d3d12_pipeline_state_init_graphics(struct d3d12_pipeline_state *s
if (!b->pShaderBytecode)
continue;
if (FAILED(hr = vkd3d_shader_scan_dxbc(&dxbc, &shader_info)))
if ((ret = vkd3d_shader_scan_dxbc(&dxbc, &shader_info)) < 0)
{
WARN("Failed to scan shader bytecode, stage %#x, hr %#x.\n", shader_stages[i].stage, hr);
hr = E_FAIL;
WARN("Failed to scan shader bytecode, stage %#x, vkd3d result %d.\n",
shader_stages[i].stage, ret);
hr = hresult_from_vkd3d_result(ret);
goto fail;
}
if (shader_info.uav_counter_mask)
@@ -1863,8 +1867,11 @@ static HRESULT d3d12_pipeline_state_init_graphics(struct d3d12_pipeline_state *s
goto fail;
if (shader_stages[i].stage == VK_SHADER_STAGE_VERTEX_BIT
&& FAILED(hr = vkd3d_shader_parse_input_signature(&dxbc, &input_signature)))
&& (ret = vkd3d_shader_parse_input_signature(&dxbc, &input_signature)) < 0)
{
hr = hresult_from_vkd3d_result(ret);
goto fail;
}
++graphics->stage_count;
}